![]() High-tech missiles such as bullets and missiles, as well as high-tech rays like lasers and particle beams, immediately halt upon contacting the field, and either drop to the ground harmlessly or detonate. Non-technological creatures can enter the area, as can low-tech missiles like sling stones and arrows. Note that cybernetic equipment does not function in an antitech field, and all benefits granted by such gear are suppressed. Partially technological creatures like androids or cyborgs merely suffer disadvantage on all attack rolls and ability checks if they fail this saving throw. On a success, they are no longer stunned, but suffer disadvantage on it ability checks and attack rolls until it leaves the antitech field. An affected robot can make a new Constitution saving throw at the end of each of its turns. Success indicates the creature suffers disadvantage on its ability checks and attack rolls until it leaves the antitech field. Robots and other technological constructs that come in contact with an antitech field must attempt a Constitution saving throw each round they remain in the field or be stunned. Time spent within an antitech field counts against the suppressed effect’s duration. ![]() You bring into being a mobile, hemispherical energy field that prevents high technology items, signals, and creatures from entering.Īn antitech field suppresses any high technology effect used within, brought into, or deployed into the area, but does not negate it. However, in a campaign like Iron Gods, where high technology plays such a prominent role, these spells may see more consistent use, so I decided it would be worth converting these spells over to 5E.Įach of these are assumed to be new additions to the alchemist, cleric, druid, magus, and wizard spell lists but, given that these spells relate to high technology, DMs may wish to restrict them to characters who have the Technomancer feat, the Artificer cleric domain, and/or the Renegade Technic Leaguer or the Kellid Tribesman backgrounds.ĭuration: Concentration, up to 10 minutes I was reluctant to convert these over, since 5 th Edition D&D seems to have dealt away with the kind of hyper-specialized spells that have characterized earlier editions of the game. ![]() ![]() The following spells are drawn from Paizo’s outstanding Technology Guide. Follow Dungeonmusings on Tags #RPGaDay #RPGaDay2017 4th Edition D&D 4th Edition Dungeons & Dragons 5E Alchemist 5E Android 5E Backgrounds 5E D&D 5E Dungeons & Dragons 5E Gunslinger 5E High Technology 5E Magus 5E Monster 5E Monsters 5E Oracle 5E Radiation 5E Radiation Damage 5E Ratfolk 5E Sci Fi 5E Spells 5E Technology 5E Tools 5th Edition Alchemist 5th Edition Backgrounds 5th Edition D&D 5th Edition D&D Gunslinger 5th Edition Dungeons & Dragons 5th Edition Oracle 13th Age Alchemist Class Cleric Domains D&D D&D 5E D&D Gunslinger D&D Monsters D&D Ratfolk D&D Spells Deadlands Deadlands Hell on Earth Dungeon Muser Dungeon Musings Dungeons & Dragons Dungeons & Dragons Gunslinger Dungeons & Dragons Monsters Dwarf dwarves Factions Dungeons & Dragons forgotten realms Gunslinger Hoard of the Dragon Queen Host of Daurgothoth Iron Gods Iron Gods Adventure Path Iron Kingdoms Iron Kingdoms RPG Live D&D Live Dungeons & Dragons Live from the Sword Coast Live Gaming Lords of Rust Magus Class Monster Monsters Oracle Class Oracular Mystery Pathfinder PC Races Roleplaying RPGs Savage Worlds Shadowrun Star Wars RPG Technologist Tyranny of Dragons Tyranny of Dragons Factions Dungeon Musings on Facebook
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