Difference between revisions of "Ionize - Charged (3.5e Feat)"

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|types=<!-- Feat Types (Fighter, Metamagic, etc. Do not put "General" here.) -->Spelltouched
 
|types=<!-- Feat Types (Fighter, Metamagic, etc. Do not put "General" here.) -->Spelltouched
 
|summary=<!-- A short summary of the feat --> Accustomed to electricity, your body has become a real electric charger.
 
|summary=<!-- A short summary of the feat --> Accustomed to electricity, your body has become a real electric charger.
|prereqs=<!-- All prerequisites, including feats -->[[Ionize (3.5e Feat)|Ionize]], Able to cast [[Ionic Generator (3.5e Spell)|Ionic Generator]] spell, Must have been exposed to the [[Ionic Generator (3.5e Spell)|Ionic Generator]] spell every day for a month, [[Spellcraft]] 8 ranks
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|prereqs=<!-- All prerequisites, including feats -->[[Ionize (3.5e Feat)|Ionize]], Able to cast [[Ionic Generator (3.5e Spell)|Ionic Generator]] spell, Must have been exposed to the [[Ionic Generator (3.5e Spell)|Ionic Generator]] spell every day for three months, [[Spellcraft]] 12 ranks
 
|fluff=<!-- Any non-mechanical flavor you want to show -->
 
|fluff=<!-- Any non-mechanical flavor you want to show -->
  

Revision as of 07:47, 29 August 2022

Homebrew.png
Author: Neostar (talk)
Date Created: March 2020
Status: Finished
Editing: Clarity edits only please
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Ionize - Charged [Spelltouched] Prerequisites: Ionize, Able to cast Ionic Generator spell, Must have been exposed to the Ionic Generator spell every day for three months, Spellcraft 12 ranksBenefit: Accustomed to electricity, your body has become a real electric charger. You can now unleash the power of thunder in three unique abilities:

Ionic steps (Sp): As a movement action, you can spend 3 ionic charges to move a distance up to twice your base movement speed in two straight line, expelling thunder from your feet. This movement is instantaneous and grants you a dodge bonus of +4 to AC during the movement only. You cannot Charge, Tumble, Balance, Swim, Jump, or Climb using this ability.

Ionize spell (Ex): When you cast a spell with the [Electricity] descriptor that deal damage, as a free action, you can spend a number of ionic charges you possess up to the level of the casted spell. The damage dealt by the spell is increased by twice the ionic charge spent, and the DC (if any) to halve the damage is increased by the number of ionic charges spent.

Ionic ray (Sp): As a standard action (that causes attacks of opportunity), you can expel a powerful ray of pure electrical energy. To use this ability, you must spend a number of ionic charges up to your caster level. The ray is fired from your free hand in a 60 ft straight line. It deals 2d6 + 1d6 electricity damage per charge spent, and creature affected by this ray can make a Reflex saving throw (DC = 15 + number of charges spent + Cha modifier) to halve damage. After that, you must succeed a Spellcraft check (DC = 20 + the number of charges spent) or take quarter the damage of the ray (resistances and immunities do not apply). Each time this ability is used, it cannot be used again for 2d4 rounds.



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Article BalanceHigh +
AuthorNeostar +
Identifier3.5e Feat +
PrerequisiteIonize +, Able to cast Ionic Generator spell +, Must have been exposed to the Ionic Generator spell every day for three months + and Spellcraft 12 ranks +
RatingUndiscussed +
SummaryAccustomed to electricity, your body has become a real electric charger. +
TitleIonize - Charged +
TypeSpelltouched +