https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Randomhero1697&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T13:52:04ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Legendary_Shield_Master_(5e_Feat)&diff=1420401Legendary Shield Master (5e Feat)2020-12-24T21:53:44Z<p>Randomhero1697: Created page with " {{5e Feat |name=Legendary Shield Master |benefit=Proficiency with shields |benefit=Your shield is your best offense as well as your best defense. You gain the following benef..."</p>
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<div><br />
{{5e Feat<br />
|name=Legendary Shield Master<br />
|benefit=Proficiency with shields<br />
|benefit=Your shield is your best offense as well as your best defense. You gain the following benefits:<br />
<br />
* Increase your Constitution score by 1, to a maximum of 20.<br />
* While you are wielding a shield, bludgeoning, piercing, and slashing damage that you take from non-magical sources is reduced by your proficiency bonus. If you are wielding a magical shield, you reduce the damage taken from magical sources as well.<br />
* You can use a bonus action to make a shield rush attack against a creature within 5 feet of you. Make a melee attack roll, with advantage if you moved at least 20 feet in a straight line before attacking. On a hit the target takes 1d8 + your strength modifier bludgeoning damage, and if it is no more than one size larger than you it is knocked prone. The damage of this attack increases by 1d8 at 8th level (2d8), 12th level (3d8), 16th level (4d8) and 19th level (5d8). You have proficiency with shield rush attacks. If you are wielding a magical shield, you can add its enhancement bonus to your attack and damage rolls with a shield rush attack.<br />
* You can throw a shield as a melee weapon you are proficient with with a normal range of 40 feet and a long range of 120 feet. A thrown shield deals 1d8 + your strength modifier bludgeoning damage. After you throw a shield, it returns to your hand.<br />
}}<br />
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[[Category:Combat Feat]]</div>Randomhero1697https://www.dandwiki.com/w/index.php?title=Atlas_(5e_Subclass)&diff=1419957Atlas (5e Subclass)2020-12-23T21:09:05Z<p>Randomhero1697: Created page with "===Atlas=== <div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -..."</p>
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<div>===Atlas===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Fighter Subclass''<br />
<br />
Have you ever wanted to be a superhero, well with this archetype now you can. You have amazing strength and durability, plus the ability to fly. You’re powerful enough to be almost immune to forcible restraint. If you’re a hero, you’re law-abiding or honorable because of your personal convictions; if you’re a villain or anti-hero, you’re driven by a sense of superiority to ordinary mortals.<br />
<br />
;Unnatural Strength<br />
When you choose this archetype at 3rd level, your Strength and Constitution scores increase by 2 as well as their maximums. You also count as one size category larger for the purpose of determining your carrying capacity, wielding weapons, or for shoving and grappling creatures. When you successfully shove a creature, the target takes bludgeoning damage equal to your Strength modifier (minimum 0). Whenever you shove to push a creature, you can push it an additional 5 feet, and whenever you shove to knock a creature prone, you can push it up to 5 feet away from you. You can take the shove action as a bonus action when you hit a creature with a melee attack.<br />
<br />
;Body Enhancement<br />
At 7th level, your Strength and Constitution scores increase by 2 as well as their maximums. Also, you gain a fly speed of 60 feet. If you already have a fly speed, it increases by 30 feet. If your fly speed is restricted by armor, you can wear armor one grade heavier without restricting your fly speed.<br />
<br />
;Siege Weapon<br />
Once you reach 10th level, your Strength and Constitution scores increase by 2 as well as their maximums. Your melee attacks and unarmed strikes become very devestating, a weapon now deals an extra die of damage of its type when you hit with it, and you can add your proficiency bonus to damage rolls.<br />
<br />
;Unstoppable<br />
At 15th level, your Strength and Constitution scores increase by 2 as well as their maximums. You gain resistance to all damage except for psychic, necrotic, radiant, force, and bludgeoning, piercing, and slashing damage from magical attacks. You also gain immunity to the charmed and frightened conditions. Your fly speed increases by 60 feet.<br />
<br />
;Ultimate<br />
Starting at 18th level you gain the ability to perform incredible feats of strength. Your strength and constitution scores increase by 2 as well as their maximums. You also gain the power to fire destructive blasts from your eyes. As a bonus action you can fire lasers in a straight line that is 5 feet wide to a range of 120 feet. The target must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save the target takes 12d6 + 40 radiant damage and on a success, takes half. You can use this ability three times before you must take a short or long rest.<br />
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[[Category:5e]]<br />
[[Category:User]]<br />
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[[Category:Fighter]]</div>Randomhero1697https://www.dandwiki.com/w/index.php?title=Rain_of_Fiery_Blades_(5e_Spell)&diff=1419895Rain of Fiery Blades (5e Spell)2020-12-23T16:39:33Z<p>Randomhero1697: Created page with "{{5e Spell |name=Rain of Fiery Blades |school=Evocation |ritual= |lvl=5th |casttime=1 action |range=300 feet |comp=S |dur=Instantaneous |summary=Massacre your enemies with a s..."</p>
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<div>{{5e Spell<br />
|name=Rain of Fiery Blades<br />
|school=Evocation<br />
|ritual=<br />
|lvl=5th<br />
|casttime=1 action<br />
|range=300 feet<br />
|comp=S<br />
|dur=Instantaneous<br />
|summary=Massacre your enemies with a storm of swords that are on fire!<br />
}}<br />
<br />
A flurry of flaming enchanted swords falls from above onto a location you specify. Each creature in a 30-foot-radius, 60-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d12 fire damage and 4d12 slashing damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 6th level or higher, the fire damage or the slashing damage (your choice) increases by 1d12 for each slot level above 5th.<br />
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[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Sorcerer 5]]<br />
[[Category:Wizard 5]]</div>Randomhero1697https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Requests_for_Adminship/Nuke_The_Earth&diff=1419687D&D Wiki:Requests for Adminship/Nuke The Earth2020-12-23T00:50:49Z<p>Randomhero1697: </p>
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<div>===Nuke The Earth===<br />
<br />
'''[{{fullurl:D&D Wiki:Requests for Adminship/Nuke The Earth|action=edit}} Voice your opinion]''' '''(9/0/1) 100% Approval; Ends 00:00, 22 December 2020 (UTC)'''<br />
<br />
{{user|Nuke The Earth}} does a very good job of patrolling Recent Changes for vandalistic, unbalancing, or otherwise problematic edits. He's quick to revert unconstructive edits, and frequently notifies administration on the Discord server when he feels further action needs to be taken. I feel that granting Nuke admin perms would greatly assist him in his maintenance work and thus greatly benefit the site. {{User:Geodude671/Signature}} . . 19:33, 14 December 2020 (MST)<br />
<br />
:Candidates Prelude<br />
<br />
;Questions for the candidate<br />
Dear candidate, thank you for offering to serve D&D Wiki in this capacity. Please take the time to answer a few generic questions to provide guidance for voters:<br />
:'''1.''' What sysop chores do you anticipate helping with? Please read the page about [http://en.wikipedia.org/wiki/Wikipedia:Administrators administrators] and the [http://en.wikipedia.org/wiki/Wikipedia:Administrators%27_reading_list administrators' reading list] on Wikipedia before answering.<br />
::'''A:''' For the most part, I don't believe I'll be jumping into the role of an admin immediately. If I am entrusted with those tools, I must first learn how to use them in order to actually contribute meaningfully to the wiki. That said, it's entirely possible and even probable that I will use said tools to further deal with problematic edits as needed, such as by hiding inappropriate edits and blocking those who made them. I will make a point of checking with more experienced administrators before doing anything I have little to no experience with.<br />
<br />
:'''2.''' Of your articles or contributions to D&D Wiki, are there any with which you are particularly pleased, and why?<br />
::'''A:''' [[Death Coil (5e Spell)]] is, if I recall correctly, one of the first spells I made a complete rewrite of. I believe it has an excellent degree of utility while remaining balanced, and I think I did well in capturing the theme of the spell's name. It may yet require some slight tweaks, such as using Concentration, but I have yet to implement it. <br> [[Lindwurm Conflagration (5e Spell)]] is a complete rewrite of a spell that was honestly just a mess when I found it. It is entirely different in execution to its original form, yet I believe it fulfills the relevant theme far more faithfully than before. <br> [[Usekh of the Dragon (5e Equipment)]] is of particular note, as it started life as an item with, in my opinion, a singularly terrible theme. Through discussion on the wiki's discord server, ideas were formulated on how to rework it in a manner that encapsulates a similar theme without stepping into the realm of adult content and all that comes with it. This could never have happened without the input of Glass, specifically, as their words in particular got the gears turning in my head.<br />
<br />
:'''3.''' Have you been in any conflicts over editing in the past or do you feel other users have caused you stress? How have you dealt with it and how will you deal with it in the future?<br />
::'''A:''' The vast majority of edit conflicts between myself and others have involved various different anonymous users reverting back to low-quality edits. In such cases, administrators have been informed by way of the discord server, and the pages have been soft-locked accordingly. The only editing conflict I recall having between myself and another user involved whether or not a given class should have proficiency with a specific weapon. The conflict was resolved by way of communication through the discord server, arbitrated by admins and moderators. I will endeavor to handle all future disputes in a similarly polite and professional manner.<br />
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'''Discussion''' <br />
<br />
'''Support'''<br />
<br />
* Per above. {{User:Geodude671/Signature}} . . 19:33, 14 December 2020 (MST)<br />
<br />
* He's been very active on the Discord, and I respect his authority in editing matters. He has my approval, and I wish him luck in this position. [[User:Glass|Glass]] ([[User talk:Glass|talk]]) 19:45, 14 December 2020 (MST)<br />
<br />
* Nuke is a very active wiki and Discord member, always on patrol for problematic or unbalanced edits. They are the commander in the war against the shadowbuffer army. They always seem to catch problems before anyone else and get on them before we even notice. Given admin perms, they could continue to do the same to a greater degree. [[User:MoDuckyMo|MoDuckyMo]] ([[User talk:MoDuckyMo|talk]]) 19:50, 14 December 2020 (MST)<br />
<br />
* I highly agree with [[User:MoDuckyMo|MoDuckyMo]] said. [[User:DevilFruit912|DevilFruit912]] ([[User talk:DevilFruit912|Talk]]) 7:11, 14 December 2020 (WST)<br />
::This user voted while not logged in; using CheckUser I have verified that they are who they say they are. {{User:Geodude671/Signature}} . . 21:32, 14 December 2020 (MST)<br />
<br />
* Exceedingly adept at finding and correcting the needless edits of unregistered users, then bringing in the cavalry when they don't get the hint. This user has my full confidence in their abilities to help regulate this website. Plus, the work they've done on both their own and others' homebrews is pretty good, too. [[User:IntellectMaster|IntellectMaster]] ([[User talk:IntellectMaster|talk]]) 19:57, 14 December 2020 (MST)<br />
<br />
* Discord frequenter here, and I just want to say that Nuke's doing great things, and that I'm totally in favor of this. [[User:Someone404|Someone404]] ([[User talk:Someone404|talk]]) 20:19, 14 December 2020 (MST)<br />
<br />
* Yeah he's cool with me. [[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 20:33, 14 December 2020 (MST)<br />
<br />
* He seems very calm and collected, and is constantly improving items on the wiki. {{unsigned|Sir George the 3rd}}<br />
<br />
* The contributions of {{user|Nuke The Earth}} as a very diligent recent changes patroller, who catches vandals and edits from users which are not constructive, stand out. I feel that Nuke The Earth reviews edits, and brings the edits into a constructive synthesis. Not only do the pages benefit from this diligence, but other users also engage in constructive edits to bring many pages into finished states. For these reasons, I support this nomination. As an admin, {{user|Nuke The Earth}} would benefit from the expanded toolbox and also the authority to let users know what edits are constructive and which edits are not. Nuke The Earth has also improved many pages which are all good examples of constructive editing, and made good improvements to many pages which needed them rather desperately. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 13:19, 15 December 2020 (MST)<br />
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* I vote YA. [[User:Kilk Scar| Kilk Scar]] 19:43 EST 12-22-2020<br />
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'''Oppose'''<br />
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'''Neutral'''<br />
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* Got my head stuck in a toaster...! [[User:Randomhero1697|Randomhero1697]] ([[User talk:Randomhero1697|talk]]) 17:50, 22 December 2020 (MST)<br />
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[[Category:Admin Request]]</div>Randomhero1697https://www.dandwiki.com/w/index.php?title=Infected_(5e_Creature)&diff=1419032Infected (5e Creature)2020-12-21T14:49:28Z<p>Randomhero1697: Created page with "==Infected== {{5e Creature |size=Medium |type=humanoid |swarm= |race= |alignment=neutral evil |ac=10 |armor= |hp=6 |hpdice=1d8+2 |speed=30 ft. |str=14 |dex=10 |con=14 |int=6 |..."</p>
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<div>==Infected==<br />
{{5e Creature<br />
|size=Medium<br />
|type=humanoid<br />
|swarm=<br />
|race=<br />
|alignment=neutral evil<br />
|ac=10<br />
|armor=<br />
|hp=6<br />
|hpdice=1d8+2<br />
|speed=30 ft.<br />
|str=14<br />
|dex=10<br />
|con=14<br />
|int=6<br />
|wis=6<br />
|cha=6<br />
|saves=<br />
|skills=Perception +0<br />
|di=<br />
|ci=<br />
|dr=<br />
|dv=<br />
|senses=passive {{5s|Perception}} 10<br />
|languages=any one language<br />
|cr=1/4<br />
|xp=50<br />
|features=<br />
'''''Reanimation.''''' If an infected dies, it transforms into a [[Walker (Zombie Crisis 20XX Supplement)|walker]] 1d4 hours later, unless its brain or body is destroyed.<br />
<br />
|actions=<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one grappled creature. ''Hit:'' 4 (1d4 + 2) bludgeoning damage, and the creature must make a DC 15 Constitution saving throw or contract the virus.<br />
<br />
'''''Unarmed Strike.''''' ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d4 + 2) bludgeoning damage, and the infected can make a grapple attempt against the creature.<br />
<br />
|description=Infected are people that have been bitten by zombies but haven't died yet. Mentally, they behave like zombies and are extremely hostile towards uninfected humans. As a side effect of the virus, their mind degrades significantly, and they have trouble speaking coherently or using tools or weapons unless they have a lot of muscle memory with them. Physically, they are still alive, and although they carry the virus it's possible to cure them. They are as fast as uninfected humans, and almost as fragile, if a bit stronger and tougher. Beware, infected rise as walkers after they are killed if they are not disposed of properly.<br />
}}<br />
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{{5e Creatures Breadcrumb}}[[Category:User]][[Category:Zombie Crisis 20XX Supplement]]</div>Randomhero1697https://www.dandwiki.com/w/index.php?title=Adrenaline_Rusher_(5e_Feat)&diff=1419030Adrenaline Rusher (5e Feat)2020-12-21T14:27:59Z<p>Randomhero1697: Created page with " {{5e Feat |name=Adrenaline Rush |prereqs= |benefit=On your turn, you can trigger a rush of adrenaline within yourself (no action required). The burst of adrenaline changes yo..."</p>
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{{5e Feat<br />
|name=Adrenaline Rush<br />
|prereqs=<br />
|benefit=On your turn, you can trigger a rush of adrenaline within yourself (no action required). The burst of adrenaline changes your Strength and Dexterity scores to 25, if they are not already higher, until the start of your next turn. Once you have used this feat, you can't use it again until you finish a short or long rest.<br />
}}<br />
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[[Category:Combat Feat]]</div>Randomhero1697https://www.dandwiki.com/w/index.php?title=Meds_(5e_Equipment)&diff=1417137Meds (5e Equipment)2020-12-16T04:28:23Z<p>Randomhero1697: Created page with "{{April Fools}} Schizophrenia medication, if you take it for 2d6 hours it will suppress your delusions and you will remember that none of your adventures actually happened an..."</p>
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<div>{{April Fools}}<br />
<br />
Schizophrenia medication, if you take it for 2d6 hours it will suppress your delusions and you will remember that none of your adventures actually happened and in reality you're just another deadbeat loser working a 9 to 5 job for low pay who wishes he was a hero. Also all those demons you killed were actually people, you monster!<br />
<br />
{{5e Equipment<br />
|cost=50 gp<br />
|weight=&mdash;<br />
}}<br />
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[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
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[[Category:Adventuring Gear]]</div>Randomhero1697https://www.dandwiki.com/w/index.php?title=User:Randomhero1697&diff=1414243User:Randomhero16972020-12-07T22:41:54Z<p>Randomhero1697: Created page with "What's up peeps, it's your boy Randomhero1697. Make sure to drink plenty of water and always follow your dreams."</p>
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<div>What's up peeps, it's your boy Randomhero1697. Make sure to drink plenty of water and always follow your dreams.</div>Randomhero1697https://www.dandwiki.com/w/index.php?title=Weapon_Lord_(5e_Feat)&diff=1414242Weapon Lord (5e Feat)2020-12-07T22:38:46Z<p>Randomhero1697: Created page with " {{5e Feat |name=WeaponLord |prereqs=proficiency with martial weapons |benefit=You have practiced until you have epic skill with a variety of weapons, providing the following..."</p>
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<div><br />
{{5e Feat<br />
|name=WeaponLord<br />
|prereqs=proficiency with martial weapons<br />
|benefit=You have practiced until you have epic skill with a variety of weapons, providing the following benefits:<br />
*Increase your Strength or Dexterity score by 1, to a maximum of 20.<br />
*Choose four weapons you're proficient with. You now have expertise with those weapons, and you can add double your Strength or Dexterity modifier to damage rolls with those weapons. Alternatively, you can choose at the start of your turn to lose expertise with your chosen weapons for 1 round and add your proficiency bonus to your AC instead.<br />
}}<br />
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[[Category:DnD]]<br />
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[[Category:Combat Feat]]</div>Randomhero1697https://www.dandwiki.com/w/index.php?title=Primarch_(5e_Race)&diff=1414207Primarch (5e Race)2020-12-07T19:24:46Z<p>Randomhero1697: Created page with "==Primarch== '''Note:''' This race is only intended for a higher level campaign. ===Physical Description=== Primarchs resemble very large humans, although they tend to be on..."</p>
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<div>==Primarch==<br />
<br />
'''Note:''' This race is only intended for a higher level campaign.<br />
<br />
===Physical Description===<br />
Primarchs resemble very large humans, although they tend to be on the more ideal or attractive side because of their semi-divine nature. They have a wider range of hair color and eye color than humans, with exotic coloration like green or blue hair, or gold or silver eyes, much like elves do.<br />
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<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
<br />
===History===<br />
Primarchs are a fusion of science and the divine, created as a result of an attempt to use genetic engineering on the descendants of demigods. They are very loyal to the gods of goodness and light, and they are sworn to be their champions when evil is afoot.<br />
<br />
===Society===<br />
Primarchs don't have enough numbers to live in their own societies, so they instead live in the societies of other lawful races.<br />
<br />
===Primarch Names===<br />
Generally, Primarchs have the same name patterns as humans.<br />
<br />
===Primarch Traits===<br />
{{5e Racial Traits<br />
|summary=The noble genetically engineered offspring of demigods who bred with humans.<br />
|abilities=Your ability scores each increase by 2.<br />
|age=Primarchs cease aging at the physical age of 25 and cannot die of natural causes.<br />
|alignment=Primarchs are always lawful in alignment and usually good. However, there are some rogues who are neutral or evil.<br />
|size=Primarchs stand 12 to 15 feet in height and weight about a ton on average. Your size is Large.<br />
|speed=Your base walking speed is 50 feet.<br />
|trait1=Superior Darkvision<br />
|description1={{5e Superior Darkvision}}<br />
|trait2=Hybrid Nature<br />
|description2=You are both a celestial and a humanoid.<br />
|trait3=Huge Frame<br />
|description3=Your large size and powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You also add 5 feet to your reach because of your long limbs. However, you require twice as much food and water per day as a normal creature your size, and you have {{5e|Disadvantage}} on {{5a|dex}} ({{5s|Stealth}}) checks.<br />
|trait4=Indomitable Presence<br />
|description4=Your weight isn't the only crushing thing about you. Whenever you make a {{5a|cha}} ({{5s|Intimidation}}) check against a creature of a size category equal to or smaller than your own, you are considered proficient in the {{5s|Intimidation}} skill. If you are already proficient you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.<br />
|trait5=Crushing Blow<br />
|description5=You add 1d6 to the damage rolls of your melee attacks that use Strength. The damage die increases to 1d8 at 6th level, 1d10 at 11th level, and 1d12 at 16th level.<br />
|trait6=Divine Protection<br />
|description6=You have a +2 bonus to AC. You also have advantage on saving throws against spells and other magical effects.<br />
|trait7=Divine Power<br />
|description7=Choose two cantrips from ''{{5e|Acid Splash}}'', {{5h|s|Blastbolt}}, ''{{5e|Chill Touch}}'', ''{{5e|Eldritch Blast}}'', ''{{5e|Fire Bolt}}'', {{5h|s|Ice Shards}}, ''{{5e|Poison Spray}}'', ''{{5e|Sacred Flame}}'', {{5h|s|Sandcast}}, ''{{5e|Shocking Grasp}}'', and any damaging cantrip approved by your DM. You learn these two cantrips, and when you cast them they use Wisdom as your casting ability.<br />
|languages= You can speak, read, and write Common and Celestial.<br />
|subrace=<br />
}}<br />
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===Random Height and Weight===<br />
{{heightweight<br />
|name=Primarch<br />
|feet=11<br />
|inches=8<br />
|heightmod=4d10<br />
|weight=1,000 lb.<br />
|weightmod=2d4x10<br />
}}<br />
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[[Category:DnD]]<br />
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[[Category:User]]<br />
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[[Category:Large Size]]<br />
[[Category:Celestial Type]]<br />
[[Category:Humanoid Type]]</div>Randomhero1697https://www.dandwiki.com/w/index.php?title=Essence_of_the_Elements_(5e_Spell)&diff=1413766Essence of the Elements (5e Spell)2020-12-05T21:27:02Z<p>Randomhero1697: Created page with "{{5e Spell |name=Essence of the Elements |school=Evocation |ritual= |lvl=9th |casttime=1 action |range=1,500 feet |comp=V |dur=Instantaneous |summary=You conjure the pure esse..."</p>
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<div>{{5e Spell<br />
|name=Essence of the Elements<br />
|school=Evocation<br />
|ritual=<br />
|lvl=9th<br />
|casttime=1 action<br />
|range=1,500 feet<br />
|comp=V<br />
|dur=Instantaneous<br />
|summary=You conjure the pure essence of the elements to destroy your enemies.<br />
}}<br />
<br />
You conjure an explosion made of the pure essence of elemental force at a point you choose within range. Each creature in a 30-foot radius sphere centered on that area takes 100 points of damage of a type determined by the force you choose to evoke at casting (see below). The untainted essence of the elements is irresistible, so no saving throw is allowed nor does any kind of damage resistance or immunity protect against it.<br />
<br />
Choose the damage type by which element you want to evoke:<br />
*'''Air''': [[Wind Damage (5e Variant Rule)|Wind]] damage.<br />
*'''Darkness''': Necrotic damage.<br />
*'''Earth''': Magical bludgeoning damage.<br />
*'''Fire''': Fire damage.<br />
*'''Light''': Radiant damage.<br />
*'''Water''': [[Water Damage (5e Variant Rule)|Water]] damage.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Druid Spells Breadcrumb}}<br/><!--if this cannot be cast by Sorcerer, delete this entire line--><br />
{{5e Sorcerer Spells Breadcrumb}}<br/><!--if this cannot be cast by Sorcerer, delete this entire line--><br />
{{5e Wizard Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Druid 9]]<!--repeat for every class which can cast this spell--><br />
[[Category:Sorcerer 9]]<!--repeat for every class which can cast this spell--><br />
[[Category:Wizard 9]]<!--repeat for every class which can cast this spell--></div>Randomhero1697https://www.dandwiki.com/w/index.php?title=Sniper_(5e_Class)&diff=1409463Sniper (5e Class)2020-11-26T00:23:00Z<p>Randomhero1697: </p>
<hr />
<div>== Sniper ==<br />
Highly trained units specialized in taking out targets from extreme distances, snipers are the most dangerous of classes. As a sniper, not only are you trained to use a rifle, but you also become an expert in stealth, reconnaissance, and observation, allowing you to do what you do best, which is shoot your enemies when they're unaware and protect your allies. Snipers usually work in a team with a spotter and a flanker but they are prepared at all times to complete the mission on their own if necessary. Basically a mix between a [[Soldier (5e Class)|soldier]] and a [[5e SRD:Ranger|ranger]]. Be warned, your weakness is surviving close combat.<br />
<br />
=== Creating a Sniper ===<br />
Where did you learn to be a sniper? Were you self taught? Why did you choose to specialize in long distance shooting rather than becoming an all around soldier or choosing some other discipline? Are you cold-hearted and impersonal like the stereotype? Or are you able to separate your personality from your work?<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
;Quick Build<br />
You can make a Sniper quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom.<br />
{{5e Class Features<br />
|name= Sniper<br />
|summary=<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light armor, medium armor <br />
|weapons=Simple weapons, martial weapons, firearms<br />
|tools=Gunsmith’s Kit, Navigator’s Tools<br />
|saves=Dexterity, Constitution<br />
|skills=Choose Five from Acrobatics, Animal Handling, Athletics, Deception, History, Insight, Intimidation, Investigation, Nature, Perception, Stealth, and Survival<br />
|item1a=a pair of commando fatigues (AC 13 + Dex, Advantage on stealth checks) and 100 bullets<br />
|item1b=a ghillie suit (AC 15 + Dex (max 2, Advantage on stealth checks) and 50 bullets<br />
|item2a=a suppressed marksman rifle, a submachine gun, and 5 knives <br />
|item2b=a sniper rifle, a bipod, a semiautomatic pistol, and 5 knives<br />
|item3a=an explorer’s pack, a gunsmith’s kit, and navigator’s tools<br />
|item3b=a dungeoneer’s pack, a gunsmith’s kit, and navigator’s tools<br />
|classfeatures1=Favored Enemy, Natural Explorer<br />
|classfeatures2=Fighting Style, Spellcasting<br />
|classfeatures3=Primeval Awareness, Sniper Archetype, Weapon Craft<br />
|classfeatures4=Faster Crafting<br />
|classfeatures5=Archetype Feature, Efficient Crafting<br />
|classfeatures6=Greater Favored Enemy<br />
|classfeatures7=Archetype Feature<br />
|classfeatures8=Fleet of Foot<br />
|classfeatures9=<br />
|classfeatures10=Fighting Style, Hide in Plain Sight<br />
|classfeatures11=Archetype Feature, Faster Crafting (2)<br />
|classfeatures12=Efficient Crafting (2)<br />
|classfeatures13=<br />
|classfeatures14=Vanish<br />
|classfeatures15=Archetype Feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=Feral Senses<br />
|classfeatures19=<br />
|classfeatures20=Archetype Feature, Faster Crafting (3), Efficient Crafting (3)<br />
<br />
|extrasonleft=<br />
|extra1_name=Spells Known<br />
|extra1_1=&mdash;<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=6<br />
|extra1_10=6<br />
|extra1_11=7<br />
|extra1_12=7<br />
|extra1_13=8<br />
|extra1_14=8<br />
|extra1_15=9<br />
|extra1_16=9<br />
|extra1_17=10<br />
|extra1_18=10<br />
|extra1_19=11<br />
|extra1_20=11<br />
}}<br />
<br />
==== Favored Enemy ====<br />
<br />
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.<br />
<br />
==== Natural Explorer ====<br />
<br />
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:<br />
<br />
* You ignore difficult terrain<br />
* You have advantage on initiative rolls.<br />
* On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.<br />
<br />
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:<br />
<br />
* Difficult terrain doesn't slow your group's travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
==== Fighting Style ====<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting style option more than once, even if you later get to choose it again. You can choose a second option from the Fighting Style class feature at 10th level.<br />
<br />
;Burst Fire<br />
The DC of Dexterity saving throws made against your burst fire attacks is 20 (not 15). When you roll damage for a burst fire attack and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage.<br />
<br />
;Combat Medic<br />
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6+4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feature again until it finishes a long rest. The amount of hit points you restore increases by 1d6+4 at 10th level (2d6+8).<br />
<br />
;Critical Striking<br />
Your weapon attacks and unarmed strikes score a critical hit on a roll of 19 or 20. You score a critical hit on a roll of 18-20 once you reach 9th level.<br />
<br />
;Long Range Shooter<br />
Attacking at long range doesn't impose disadvantage on your attack rolls. The range of your ranged attacks is also doubled.<br />
<br />
;Marksmanship<br />
You gain a +2 bonus to attack and damage rolls you make with ranged weapons. These bonuses each increase by 2 at 10th level (+4).<br />
<br />
;Mobility<br />
You gain a +1 bonus to AC, and your walking speed increases by 10 feet. Your AC improves by 1 and your walking speed increases by 10 more feet at 10th level (+2/+20 feet).<br />
<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you have reached 2nd level, you learn how to cast spells as a result of your sniper training.<br />
<br />
;Spell Slots<br />
The Sniper table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
<br />
For example, if you know the 1st-level spell [[5e SRD:Animal Friendship|''animal friendship'']] and have a 1st-level and a 2nd-level spell slot available, you can cast [[5e SRD:Animal Friendship|''animal friendship'']] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level spells of your choice from the [[5e SRD:Ranger Spell List|ranger spell list]].<br />
<br />
The Spells Known column of the Sniper table shows when you learn more sniper spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the sniper spells you know and replace it with another spell from the [[5e SRD:Ranger Spell List|ranger spell list]], which also must be of a level for which you have spell slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting ability for your sniper spells, since your magic draws on your attunement to nature. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for a sniper spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Primeval Awareness ====<br />
<br />
Beginning at 3rd level, your mastery of sniper lore allows you to establish a powerful link to beasts and to the land around you. <br/><br />
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. <br/><br />
You cannot use this ability against a creature that you have attacked within the past 10 minutes. <br/><br />
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. <br/><br />
If there are multiple groups of your favored enemies within range, you learn this information for each group.<br />
<br />
=== Sniper Archetype ===<br />
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Assault Team, Lone Wolf, or Marksman. Your choice of archetype gives you additional features at 5th, 7th, 11th, 15th, and 20th level.<br />
<br />
=== Weapon Craft ===<br />
<br />
You may craft more rifles, pistols, grenades, or ammo. You can also craft other weaponry such as LMGs, Sniper Rifle, or SMGs. All you need is the gun kit and spare metal, gun powder (or magic powder for magic ammo). These will take time to craft.<br />
<br />
50 gp and 6h/1day to craft a pistol, SMG, or rifle.<br />
<br />
100 gp and 8h to craft a LMG or Sniper Rifle.<br />
<br />
200 gp and 5h to craft 5 grenades (of any kind, but you need some sort of alchemy kit to make a smoke or gas grenade)<br />
<br />
10 gp and 4h to craft 40 ammo<br />
<br />
10 gp, specified plants, and 8h to craft 40 Tranquilizer Rounds<br />
<br />
20 gp and 6h to craft 40 Stun Rounds<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Faster Crafting ====<br />
<br />
Starting at 4th level, you can craft weapons/ammo at a faster rate (4h/18h for pistol/rifle, 3h for 5 grenades, 3h to craft 40 ammo, 6h to craft Tranquilizer Rounds, 4h to craft 40 Stun Rounds.) It decreases again at 11th level, (3h/12h, 2h, 2h, 4h, 3h) and again at 20th level (2h/9h, 1h, 1h, 2h, 2h).<br />
<br />
==== Efficient Crafting ====<br />
<br />
Starting at 5th level, you can craft ammo for efficiently and waste less resources in doing so. You now craft 60 rounds instead of 40. It increases again to 80 rounds at 12th level, and to 100 rounds at 20th level. (This does not apply to Tranquilizer and Stun rounds.)<br />
<br />
==== Greater Favored Enemy ====<br />
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.<br />
<br />
==== Fleet of Foot ====<br />
<br />
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.<br />
<br />
==== Hide in Plain Sight ====<br />
<br />
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.<br />
<br />
==== Vanish ====<br />
<br />
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.<br />
<br />
==== Feral Senses ====<br />
<br />
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.<br />
<br />
=== Assault Team ===<br />
<br />
You work best at a time, operating with a partner with whom you can coordinate your attacks.<br />
<br />
;{{#anc:Teammate}}<br />
At 3rd level, you gain a teammate who fights alongside you on missions. You can find the stats for your teammate at the end of this page. Your teammate uses your proficiency bonus in place of its own, and can add your proficiency bonus to his or her AC and damage rolls (+2 proficiency bonus already included in statistics). Your teammate also grows stronger when you level up, gaining 1 hit die for every level beyond 3rd, and gaining an Ability Score Improvement at 4th, 8th, 12th, 16th, and 19th level. Your teammate has the same alignment as you and will defend you to the death. Your teammate obeys your commands as best it can. They roll for initiative like any other creature, but you determine their actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your teammate can both move stealthily at a normal pace. If your teammate dies, you can get a replacement when you have downtime or earlier at the GM's discretion.<br />
<br />
;{{#anc:Coordinated Attack}}<br />
Beginning at 5th level, you and teammate form a more potent fighting team. When you use the Attack action on your turn, if your teammate can see you, they can use their reaction to make a ranged attack.<br />
<br />
;{{#anc:Team Defense}}<br />
At 7th level, while your teammate can see you, they have advantage on all saving throws.<br />
<br />
;{{#anc:Coordinated Volley}}<br />
At 11th level, your teammate can use an action to make a ranged attack against any number of creatures within 10 feet of a point they can see within their weapon's range. They must have ammunition for each target, as normal, and must make a separate attack roll for each target.<br />
<br />
;{{#anc:Superior Team Defense}}<br />
At 15th level, whenever an attacker that your teammate can see hits them with an attack, they can use their reaction to halve the attack’s damage against them.<br />
<br />
;{{#anc:Superior Coordinated Attack}}<br />
At 20th level, you can use your action to make a special ranged attack. You cannot make this attack roll with disadvantage, and you have advantage on your attack roll. On a hit, you deal double damage, bypassing all damage resistances. If your teammate can see you, they can use their reaction to make the same special attack. Once you have used this feature, you can't use it again until you finish a short or long rest.<br />
<br />
=== Lone Wolf ===<br />
<br />
The most badass of snipers, you work best alone, often working on a mission for days at a time without breaks.<br />
<br />
;{{#anc:Observer}}<br />
Starting at 3rd level, you are proficient in the Stealth and Perception skills, if you aren't proficient in them already. You add double your proficiency bonus to Stealth and Perception checks, instead of your normal proficiency bonus.<br />
<br />
;{{#anc:Extra Attack}}<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level.<br />
<br />
;{{#anc:Iron Will}}<br />
At 15th level, your will to survive gives you proficiency with all saving throws.<br />
<br />
;{{#anc:Headshot}}<br />
Beginning at 20th level, when you attack a creature that has at least one head with a ranged weapon and roll a 20 on the attack roll, you blow off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to piercing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be blown off with your weapon. Such a creature instead takes an extra 6d8 piercing damage from the hit.<br />
<br />
=== Marksman ===<br />
<br />
You have decided to hone your rifle skills until you can shoot even farther and more accurately than before, hitting a target from unusual distances.<br />
<br />
;{{#anc:One Shot, One Kill}}<br />
Beginning when you choose this archetype at 3rd level, you can add your Wisdom modifier to damage rolls with ranged attacks.<br />
<br />
;{{#anc:Extra Attack}}<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level.<br />
<br />
;{{#anc:Aimed Shot}}<br />
Starting at 15th level, you can aim your shots directly at the target. The first attack you make each round automatically hits.<br />
<br />
;{{#anc:True Marksman}}<br />
When you reach 20th level, your Dexterity and Wisdom scores increases by 4. Your maximum for those scores is now 24. In addition, you may never have disadvantage on attack rolls with ranged weapons and your ranged attacks bypass creature's resistance to piercing damage.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sniper class, you must meet these prerequisites: dexterity 13, wisdom 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the soldier class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons, firearms, and 1 skill from the class skill list<br />
<br />
==Teammate==<br />
{{5e Creature<br />
|size=Medium<br />
|type=humanoid<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=any race<br />
|alignment=any alignment<br />
|ac=17<br />
|armor=commando fatigues<br />
|hp=16<br />
|hpdice=3d8 + 3<br />
|speed=30 ft.<br />
|str=11<br />
|dex=14<br />
|con=12<br />
|int=11<br />
|wis=13<br />
|cha=11<br />
|strmod=+0<br />
|dexmod=+2<br />
|conmod=+1<br />
|intmod=+0<br />
|wismod=+1<br />
|chamod=+0<br />
|saves={{5a|Dex}} + 2, {{5a|Wis}} + 3<br />
|skills={{5s|Nature}} +4, {{5s|Perception}} +5, {{5s|Stealth}} +6, {{5s|Survival}} +5<br />
|di=<!--Damage Immunities--><br />
|ci=<!--Condition Immunities--><br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=passive {{5s|Perception}} 15<br />
|languages=any one language (usually Common)<br />
|cr=1/2<br />
|xp=100<br />
|features=<br />
'''''Keen Hearing and Sight.''''' The teammate has {{5e|Advantage}} on {{5a|wis}} ({{5s|Perception}}) checks that rely on hearing or sight.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Shortsword.''''' ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d6 + 4) piercing damage.<br />
<br />
'''''Submachine Gun.''''' ''Ranged Weapon Attack:'' +4 to hit, range 45/90 ft., one target. ''Hit:'' 14 (3d6 + 4) piercing damage.<br />
<br />
'''''Suppressed Marksman Rifle.''''' ''Ranged Weapon Attack:'' +4 to hit, range 150/600 ft., one target. ''Hit:'' 15 (2d10 + 4) piercing damage.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
'''Scouts''' are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.<br />
}}<br />
<br />
====Weapons====<br />
(use dexterity modifier when shooting guns)<br />
<br />
(Suppressed weaponry have advantage on stealth and attacks of opportunity)<br />
<br />
Semiautomatic Pistol: 2d6 Piercing (30/60 range)<br />
<br />
Automatic Rifle : 2d8 Piercing (180/600 range)<br />
<br />
Marksman Rifle: 2d10 piercing (270/900 range)<br />
<br />
SMG: 3d6 Piercing (45/90 range)<br />
<br />
Sniper Rifle: 3d12 Piercing (600/ 6000 range)<br />
<br />
LMG: 3d8 Piercing (240/600 range)<br />
<br />
Suppressed Pistol: 1d6 Piercing (25/50 range)<br />
<br />
Suppressed Rifle: 2d8 Piercing (120/450 range)<br />
<br />
Suppressed SMG: 3d6 Piercing (40/80 range)<br />
<br />
Suppressed Marksman Rifle: 2d10 piercing (180/625 range)<br />
<br />
Suppressed Sniper Rifle: 3d12 Piercing (570/ 4000 range)<br />
<br />
Fragmentation Grenade: 3d6 Force and 2d6 Piercing in a 20 foot cube area. Thrown (15/30)<br />
<br />
Smoke Grenade: Heavy obscuration 10 foot radius light obscuration for an additional ten feet, the smoke fades after 1 minute or after 2 rounds in powerful wind. Thrown (20-40) [is eligible for a wood elf's "mask of the wild" trait]<br />
<br />
Gas Grenade: 3d8 poison [ten foot radius] and if you end your turn in that 10 foot radius you take that damage at the end of your turn, the gas fades after 1 minute or after 2 rounds in powerful wind. Thrown, Range (20-40)<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
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{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Randomhero1697