Overcharge (3.5e Equipment)
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Overcharge[edit]
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 base weapon damage (including enhancement, but not bonus damage like Strength).
- 1 Round: Your attack deals triple base damage and count as siege weapons. You gain a +1 bonus to Strength DCs to break objects.
- 2 Rounds: Your attack deals quadruple base 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 base 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.
Faint Divination; CL 5th; Craft Magic Arms and Armor, true strike; Price: +1.
Back to Main Page → 3.5e Homebrew → Equipment → Weapon Enhancements
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