Bioweapon (3.5e Feat)

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Author: Sulacu (talk)
Date Created: September 18, 2009
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Bioweapon [Xenotheric] Prerequisites: Con 13 or Int if the desired bioweapon is psionic (+4 for every subsequent instance of this feat)Benefit: You gain a special biological weapon. See below. Special: This feat may be taken multiple times. Every time it is taken, a different bioweapon is chosen from the table.

Bioweapons can originate from any predetermined part of your body, such as the mouth, a limb or some other extremity or organ. Most bioweapons are offensive extraordinary abilities, although a certain few are psionic in nature.

Bioweapons require no attack rolls, but they are projected in either a 20-foot line or a 10-foot cone. The range of the bioweapon increases by 10 feet (line) or 5 feet (cone) for every 5 HD you have. Using a bioweapon is a standard action that does not provoke attacks of opportunity. If your bioweapon produces a substance like acid, gas or poison, you are immune to its effects.

Bioweapons draw upon your bio-energy. Every use of the bioweapon expends 1 charge.

Bioweapon damage is measured in damage dice (dX), starting out at 2dX at 1 HD, becoming 3dX at 2 HD, and increasing by +1dX at every odd HD after 1st. (4dX at 3rd, 5dX at 5th, to a maximum of 12dX at 19th). The particular damage die type for any such bioweapon is listed between parentheses in the 'Damage Type' column in Table: Bioweapons.

A bioweapon save DC is Constitution-based if extraordinary, or Intelligence-based if psionic. Psionic bioweapons ignore line of effect and require a Will save for half damage.

Table: Bioweapons

Bioweapon Type Area Damage Type (dX) Secondary Effects
Acid spray Ex Line Acid (d6) Nauseated1 1 round, sickened 1d3 rounds.
Corrosive gas Ex Cone Acid (d8) Corrosion
Cryonic burst Ex Cone Cold (d8) Slow1 1 round
Electricity bolt Ex Line Electricity (d10) Stunned1 1 round
Flame breath Ex Cone Fire (d8) Burn 1d3 rounds
Mind tremor Ps Cone Untyped (d6) Sickened for 1 round, ignores line of effect
Shooting spines Ex Line Piercing (d6) Poison1 on injury (1d6 Dex/1d6 Dex)
Sound burst Ex Cone Sonic (d6) Deafened1 1d6 rounds
  1. Fortitude negates (DC equals bioweapon's DC).

Burn: A bioweapon with this secondary effect sets fire to combustibles and unattended objects within its area of effect.

Corrosion: A bioweapon with this secondary effect deals double damage against any objects and creatures made of corrodable metals (such as iron golems).



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Facts about "Bioweapon (3.5e Feat)"
Article BalanceHigh +
AuthorSulacu +
Identifier3.5e Feat +
PrerequisiteCon 13 or Int if the desired bioweapon is psionic (+4 for every subsequent instance of this feat) +
RatingUnrated +
SummaryBy altering your own genetic structure, you have gained a powerful special attack. +
TitleBioweapon +
TypeXenotheric +