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6/28/2025, 7:02:45 AM
>>95968612
Body Armor: Your chest becomes silver metal. While unarmored, gain +2 to AC (you may use a shield and still gain this benefit). Reduce all incoming damage by 1.
>Upgrade 1- Bonus to AC is now +3 while unarmored. Reduce all incoming damage by 2. Can now use your Action to become impervious, reducing all damage by half until your next turn. While impervious your movement speed is halved. While impervious your entire body is covered in metal.
>Upgrade 2- Bonus AC is now +4 while unarmored. Reduce all incoming damage by 3.
>Max upgrade- Bonus to AC is now +5 while unarmored. Reduce all incoming damage by 4. While impervious gain advantage on all saving throws against spell damage. Maximum speed while impervious is no longer halved.
Energy Hand Cannon: Your right arm from the shoulder down is now silver metal and is a one-handed ranged weapon. The attack roll is made with either double the proficiency bonus or Dexterity plus your proficiency bonus. 1d8 force damage. Range 30/60. Upon a hit, the target must make a strength saving throw or be pushed 10 feet away from you. The DC is 8 plus double your proficiency bonus. Firing your hand cannon makes a loud noise.
>Upgrade 1- Damage is now 1d10. If the target is pushed back then it must succeed a second Strength saving throw or be knocked prone. If the target cannot be pushed back then it is knocked prone on the first failed saving throw.
>Upgrade 2- Range 60/90. Damage is now 1d12 plus proficiency bonus. Saving throw DC is now 10 plus double proficiency bonus. Can now make an additional hand cannon attack as a bonus action if you forfeit 25 feet of movement, or make all extra attacks you would have with a melee weapon. For instance, a Fighter at level 11 can make 1 normal attack and then 3 additional Hand Cannon attacks as a bonus action.
>Max upgrade- Range 90/120. Target must now always make both saving throws (one for 10' movement and the other for being knocked prone).
Body Armor: Your chest becomes silver metal. While unarmored, gain +2 to AC (you may use a shield and still gain this benefit). Reduce all incoming damage by 1.
>Upgrade 1- Bonus to AC is now +3 while unarmored. Reduce all incoming damage by 2. Can now use your Action to become impervious, reducing all damage by half until your next turn. While impervious your movement speed is halved. While impervious your entire body is covered in metal.
>Upgrade 2- Bonus AC is now +4 while unarmored. Reduce all incoming damage by 3.
>Max upgrade- Bonus to AC is now +5 while unarmored. Reduce all incoming damage by 4. While impervious gain advantage on all saving throws against spell damage. Maximum speed while impervious is no longer halved.
Energy Hand Cannon: Your right arm from the shoulder down is now silver metal and is a one-handed ranged weapon. The attack roll is made with either double the proficiency bonus or Dexterity plus your proficiency bonus. 1d8 force damage. Range 30/60. Upon a hit, the target must make a strength saving throw or be pushed 10 feet away from you. The DC is 8 plus double your proficiency bonus. Firing your hand cannon makes a loud noise.
>Upgrade 1- Damage is now 1d10. If the target is pushed back then it must succeed a second Strength saving throw or be knocked prone. If the target cannot be pushed back then it is knocked prone on the first failed saving throw.
>Upgrade 2- Range 60/90. Damage is now 1d12 plus proficiency bonus. Saving throw DC is now 10 plus double proficiency bonus. Can now make an additional hand cannon attack as a bonus action if you forfeit 25 feet of movement, or make all extra attacks you would have with a melee weapon. For instance, a Fighter at level 11 can make 1 normal attack and then 3 additional Hand Cannon attacks as a bonus action.
>Max upgrade- Range 90/120. Target must now always make both saving throws (one for 10' movement and the other for being knocked prone).
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