Difference between revisions of "Overcharge (3.5e Equipment)"
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*'''Full Round Action:''' Your attack deals double damage. | *'''Full Round Action:''' Your attack deals double damage. | ||
− | *'''1 Round:''' Your attack deals triple damage. You gain a +1 bonus to [[Strength]] DCs to break objects. | + | *'''1 Round:''' Your attack deals triple damage and count as siege weapons. You gain a +1 bonus to [[Strength]] DCs to break objects. |
− | *'''2 Rounds:''' Your attack deals quadruple damage. You gain a +3 bonus to [[Strength]] DCs to break objects. You deal your attack at point of impact and a 10 ft radius around it (you yourself are exempt). | + | *'''2 Rounds:''' Your attack deals quadruple damage and count as siege weapons. You gain a +3 bonus to [[Strength]] DCs to break objects. You deal your attack at point of impact and a 10 ft radius around it (you yourself are exempt). |
− | *'''3 Rounds:''' Your attack deals maximum quadruple damage. You gain a +5 bonus to [[Strength]] DCs to break objects. You deal your attack at point of impact and a 20 ft radius around it (you yourself are exempt). Creatures who take at least 10 points of damage are [[SRD:Staggered|staggered]] for 1 round. | + | *'''3 Rounds:''' Your attack deals maximum quadruple damage and count as siege weapons. You gain a +5 bonus to [[Strength]] DCs to break objects. You deal your attack at point of impact and a 20 ft radius around it (you yourself are exempt). Creatures who take at least 10 points of damage are [[SRD:Staggered|staggered]] for 1 round. |
Charging your weapon is obvious, often displayed by being enveloped in energy. At 1 or 2 rounds, your movement speed is cut in half while you hold the charge, and at 3 rounds your movement speed drops to 5 ft. | Charging your weapon is obvious, often displayed by being enveloped in energy. At 1 or 2 rounds, your movement speed is cut in half while you hold the charge, and at 3 rounds your movement speed drops to 5 ft. |
Revision as of 08:29, 8 November 2019
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Overcharge
An overcharge weapon can be charged up for an extra powerful attack based on how long you have held back. You can change a single attack action to a full round action or longer and gain the following benefits:
- Full Round Action: Your attack deals double damage.
- 1 Round: Your attack deals triple damage and count as siege weapons. You gain a +1 bonus to Strength DCs to break objects.
- 2 Rounds: Your attack deals quadruple damage and count as siege weapons. You gain a +3 bonus to Strength DCs to break objects. You deal your attack at point of impact and a 10 ft radius around it (you yourself are exempt).
- 3 Rounds: Your attack deals maximum quadruple damage and count as siege weapons. You gain a +5 bonus to Strength DCs to break objects. You deal your attack at point of impact and a 20 ft radius around it (you yourself are exempt). Creatures who take at least 10 points of damage are staggered for 1 round.
Charging your weapon is obvious, often displayed by being enveloped in energy. At 1 or 2 rounds, your movement speed is cut in half while you hold the charge, and at 3 rounds your movement speed drops to 5 ft.
Faint Divination; CL 5th; Craft Magic Arms and Armor, true strike; Price: +1.
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