Auxiliaries (Duality&Dice 5e Homebrew)

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A part of the Duality&Dice 5e Homebrew, basically Legendary Actions for the players.


Auxiliary List[edit]

How Auxiliaries Work[edit]

The concept of Auxiliaries themselves aren't simple. Here's a quick explanation over how they work. An Auxiliary can be activated at any time during a round unless otherwise stated in the Auxiliary's description. Most Auxiliaries have only 1 charge unless stated by the Auxiliary. An Auxiliary can only be used as many times as it has charges. If an Auxiliary does not have the maximum amount of charges it can have, it will start a recharge.

Explaining Recharging[edit]

A recharge goes down by 1 at the start of each round, when the cooldown reaches 0, the recharge is activated. A regular recharge grants 1 charge when the recharge is activated. A full recharge grants all charges back on a recharge. If an Auxiliary is noted to have "No Charges", it will not follow this charge principle and the Auxiliary will state the conditions of the custom recharge.

Brand New Damage Type: Emotional Damage[edit]

A damage type that is inflicted by some Auxiliaries. It is impossible to have resistance or immunity to emotional damage other than buildings, objects, and constructs. Humanoid creatures are more affected than normal monsters and beasts, taking double damage. This damage type can be worked into regular D&D, for example with the Vicious Mockery Cantrip.

Combat Class[edit]

Quickdraw[edit]

2 round recharge

Fire a high caliber round dealing 130 piercing damage, critting on an 18-20. Upon landing a critical hit. The afflicted creature will instantly die if it has less than 500 hit points, the cooldown of Quickdraw is reduced by 1 round, and you are granted the Deadeye Buff.

“You know what time it is” -Cole Cassidy, Overwatch

Throwing Knives[edit]

1 round recharge, 2 charges

Throw a lethal knife, making a ranged attack that ignores 5 AC, on a hit it deals 90 piercing damage.

“You missing a knife?” “Several” -Soap and Ghost, Black Ops

Threatening Teamplay[edit]

4 round recharge

Select a target within 15ft, you and any ally can initiate a Showtime against that target granted you have an available Showtime with said ally. Any creature can only be affected by Threatening Teamplay once per day.

“Time for an all out attack” -Phantom Thieves of Hearts

W008 “Boombot”[edit]

2 round recharge

Send out W008, a small bot that will travel forward, bouncing off walls, when it spots an enemy it will actively seek them out up to 50ft and explode, dealing 100 force damage to the target and all enemies within 5ft of the explosion and leaves a paint marking in the same area and on the creatures damaged.

“Promise I’ll get em, might take down a whole city block, but hey, a win’s a win” -Tayane Alves, Valorant Agent #12

Gravitic Flux[edit]

3 round recharge

Throw out a gravity bug anywhere within 50ft which will immediately detonate on contact, casting Levitate on all creatures within 10ft of the bug and slamming them down on the next round dealing 170 force damage to each target, recharge starts after all effects have ended.

“What is that melody?” -Siebren de Kuiper, Talon Agent

Relentless Onslaught[edit]

4 round recharge

Advance your initiative roll to immediately take your turn (after the current turn is over) and gain the Ensured Victory buff, you will be granted the Radiant buff for the immediate turn, you will still take your normal initiative turn after Relentless Onslaught is used.

“Do you remember who you were, before the world told you who you should be?” -Mura Hetsuterigan, God of Dueling

Chancla[edit]

3 round recharge, 2 charges

Summon the power of an angry mother, throw a sandal up to 60ft, automatically critting if their INT is lower than 30, and automatically hitting if their INT is lower than 35, dealing 75 emotional damage and 75 bludgeoning damage on a hit.

“We da Asian, not da B-sian” -Every asian parent, whooping a$$ since the dawn of time

Power Up? Drink[edit]

1 round recharge

Drink a vile boosting beverage, dealing 21 damage to yourself, but granting a 50% damage bonus to an amount of attacks equal to your proficiency bonus.

“If anger can be used as energy, mine are off the charts” Stelle/Caelus, Astral Express Trailblazer

Assassin’s Blessings[edit]

2 round recharge

Target yourself or one creature within 30ft. Targeting yourself grants the Divine Arrow Buff. Targeting another creature inflicts the Dissociation Debuff and the Frozen Debuff.

“The truth of life and death, revealed in an instant” -Dan Heng, Astral Express Trailblazer

Inverted Spear of Heaven[edit]

3 round recharge

Summon forth the Inverted Spear of Heaven. This weapon is granted to you for 2 rounds. The Inverted Spear of Heaven is a +5 Dagger dealing 40d8+50 Piercing damage with the Light, Finnese, and Throw properties. Additionally, the Inverted Spear of Heaven will ignore all effects from Zenire and can act dispel Zenire effects. Recharge starts after the Inverted Spear of Heaven has been dismissed.

“Time to wrap things up now. Alright, good show” -Toji Fushiguro, Sorcerer Killer

Explosive Shuriken[edit]

2 round full recharge, 3 charges

Swiftly throw an Explosive shuriken, making a ranged attack roll up to 100ft away. On a successful hit, the target will take 20d4 piercing damage, then the shuriken will explode, dealing 15d8 force damage to all creatures within 5ft of the target location.

“I’m no hero, but I will eliminate you” -Speed O’Sound Sonic, Self Proclaimed Rival to Saitama

RAAAAHHHHHHHH!!!!!![edit]

2 round recharge

Selecting a creature within 10ft of you, you run up and dunk on them with a hoop seemingly from nowhere, dealing 50+(Athletics Modifier*2) Emotional Damage to the target and inflicting them with the Ratio Debuff.

“*strange roaring noises*” -Venom, dunked on Spiderman

Money Shot[edit]

1 round recharge

Expending up to 400,000 Ratashi, you can shoot up to 4 bullets for 25,000 Ratashi each dealing 18d8 piercing damage per bullet, 50,000 Ratashi each dealing 26d10 piercing damage per bullet, or 100,000 Ratashi each dealing 52d12 force damage per bullet. All with up to 100ft range. Upon landing a critical hit, your Ratashi is not expended, which means you can fire more rounds.

“Money, not just a currency, but a catalyst for which power is gained” -Kuroshi Kamionaji, Kreidegott

Survival Class[edit]

Matches[edit]

1 round full recharge, 3 charges

Basic matches, but can be used to cauterize wounds, healing 12 hit points to yourself and remove the Bleeding Debuff, optionally, you can target a creature within 5ft of you with a 75% chance to inflict Blaze.

“It’ll hurt like a b*tch, but at least you’ll live” -Liv Takuma, Member of Team Twilight

Nanite Experimental Stimulant[edit]

3 round recharge

Select any creature within 50ft (can be yourself), and hit them with a stim inflicting one of the following effects, Support: Targeted creature gains the Unkillable Buff and their initiative roll is increased by 2, Utility: Targeted creature is stunned until the end of their next turn and their initiative roll is dropped by 4.

“Power, is the ability to influence the life of another” -Roshio Kamatatsu, God of the Sun

Performance Enhancing Formula[edit]

2 round recharge

Halve all damage you receive this round and heal 60 hit points, 1% chance to gain a random disease.

“Do you feel in charge?” -Bane, Villain

Armor Plating[edit]

2 round recharge, 2 charges

Slot an armor plate in your vest up to 3 plates, each plate will boost your AC by 3, plates will break after being dealt 30 damage, plates are destroyed one by one and multiple can be destroyed if dealt an additional 30 damage up to 90 damage.

“A single bullet can end your life, let’s not let that happen” -Simon Riley, Black Ops

Momentus Serenity[edit]

2 round recharge

Create a 20ft aura around you, all allies (including self) within the field will gain the Blossoming Bud Buff as long as they are within the aura, aura lasts 2 rounds, cooldown starts after effects end.

"Why must all things come to an end” -Yaoshi, Aeon of Abundance

Acrobat’s Dodge[edit]

2 round recharge

Swifty dodge, negating damage from an attack, and landing up to 10ft away, granting you and allies within 5ft on the landing the Radiant Buff.

“So if I don’t see you out there, I’ll kill you myself” -Cayde-6, Hunter Vanguard

Titanfall[edit]

24 hour recharge

Summon a Titan which will grant a protective hit point pool of 480 and change your AC to 35. When the Titan is destroyed it will eject the pilot granting them invisibility until the start of their next turn and reverting all changes to hit points and AC. The recharge starts after the Titan has been destroyed.

“Protocol number 3, Protect the Pilot” -BT-7274, Titan of Jack Cooper.

Phantom Dodge[edit]

2 round recharge

When you are hit with an attack, you can negate the damage, turn Invisible until the end of your next turn, and move up to half your movement speed.

“In a game of life or death, playing fair isn’t in the rulebook” -Shiroko Fantomu, Team Twilight

Purifier[edit]

2 round recharge

Select any creature within 5ft of you, spraying them with a healing mist, which will heal 70 hit points and remove one Debuff or Condition from the target.

“To remove infection and impurities, leads bliss and wholeness” -Masa Hetsuterigan, Goddess of Purity

Final Stand[edit]

1 round full recharge, 5 charges

When you are hit with an attack or fail a saving throw, you can expend 1 charge to reroll the dice, there is no limit on how many times you can reroll a single save.

“I’m still standing” -Elton John, Song Artist

Probability Parry[edit]

No Charges

When you are hit by an attack or fail a direct damage saving throw, you can initiate a clash in which you and the attacker roll a d100, if you have a higher roll you can half the damage, if you have the higher roll by 20 you can negate all damage, if you have a higher roll by 50 you can additionally make an attack against the attacker(if within range), if you roll lower by 20 you will take full damage, if you roll lower by 50 you will take double damage. you can only use this feature up to the weapon stat modifier of the weapon you are currently wielding per attack/saving throw.

“Mere moments, fractions of a second, determine whether you live or die” -Mura Hetsuterigan, The Forsaken Blade

Scalene Cloak[edit]

1 round recharge

When you are hit with an attack or fail a saving throw, you can increase your AC or save bonus by 5 until the end of the round, optionally, if you see an ally within 15ft be attacked or fail a save, you can grant the bonus to them instead.

“Just because someone stumbles, doesn’t mean they will fall” -Dr. Strange, Sorcerer Supreme

Utility Class[edit]

Smoke Bomb[edit]

1 round recharge, 2 charges

Throw a smoke bomb at your location creating a 15ft sphere of heavy obscurement centering your current location and lasting 1 round. All creatures who are within the smoke will receive the DoT Vulnerability Debuff.

“Shadows will hide you, but light will guide you” -Rokuto Toroga, God of Light and Dark

Bear Trap[edit]

1 round recharge, 2 charges

Place a Bear Trap at your location, when a creature walks onto it they will take 15 Piercing damage and be Restrained for 1 round, only 4 Bear Traps can be active per person at a time, using a Bear Trap while having 4 placed will remove the least recent one.

“Simplicity is all you need” -John James Rambo, Special Forces

Phone Call[edit]

5 round recharge

Call any known NPC, each has their own chance to help based on relations to you.

“Never underestimate the power of even one ally” -Naka Tomomi, ???

Mirage[edit]

2 round recharge

Leave a Mirage of yourself at your location that lasts 4 rounds, if an enemy hits it they will be stunned until the start of their next turn and the Mirage will break. You can use another charge of Mirage to instantly teleport back to the location the Mirage was left if it was not broken. A Mirage has 1 hit point and AC equal to your own, it is also unaffected by saving throws.

“Misdirection, a simple yet effective trick to shift attention” -Tetsuya Kuroko, Phantom Sixth Man

Grapple Hook[edit]

1 round recharge

Wrist bound grappling hook with 75ft reach allowing quick movement up to that distance in any direction, helpful in all means. If used on an enemy, you can pull them 25ft in any direction as long as they remain within the normal reach of the grappling hook and deal 38 Piercing damage or pull yourself up to 75ft straight to the enemy, Stunning them until the start of their next turn.

“It means to help the weak, and dethrone the mighty” -Akira Kurusu, Phantom Thief

Lemnistatic Wind Cycling[edit]

1 round recharge, 3 charges

Teleport up to 100ft.

“If death comes knocking at your door, call out my name” -Adeptus Xiao, General Alatus the Vigilant Yaksha

Confidence[edit]

2 full round recharge, 2 charges

You can add 10 to a d20 roll under 11, add 7 to a d20 roll 11-15, or add 5 to a d20 roll 16-19.

“The opportunity of defeating an enemy is provided by the enemy himself” -Sun Tzu, The Art of War

Desolation[edit]

4 round recharge

Target any creature within 40ft of you, they will be inflicted with the Imprisoned Debuff, if the Imprisoned creature is attacked, the attacker will take 50% of the damage they would’ve dealt(rounded down).

“Survive or be destroyed, there is no other choice” -Welt Yang, Astral Express Trailblazer

Sensory Trap[edit]

1 round recharge

Place a trap on any surface or wall, when a creature walks within a 15ft cube in front of the trap, the trap will burst, Stunning any in the radius for 1 rounds, and you will be alerted whenever a trap activates. You can only have 4 Sensory Traps active at a time per person, using a sensory trap while you have 4 active will remove the least recent trap, you may designate certain creatures not to trigger your traps but only before they are active.

“Let them come, eagerness will undo them” -Iselin, Valorant Agent #23

Swift Equip[edit]

2 charges, 2 round full recharge

A small transference device, select any object within 50ft of you (no heavier than 1000lbs) that you can see or have seen within the last 10 minutes, instantly transport it to the device in your hand destroying the device in the progress, optionally you can place the device on a surface but it will self destruct if you are ever more than 15 ft of it.

“A magician never reveals his secrets” -Harry Houdini, Magician

Power Scanner[edit]

1 round recharge

Analyze a creature, you will obtain the following information about them. Current and Max HP, CR or Level(if applicable), Average dpr(over 10 rounds), creature type, Zenire amount and Gaiire amount, and power level.

“It’s over 9000!!!!!” -Vegeta, Prince of Saiyans

Vanish Coin[edit]

2 round recharge

A specialized coin, on heads you will turn Invisible until the end of your next turn, on tails, you are teleported randomly anywhere within 50ft of your current location.

“Now you see me, now you don’t” -Muhammed Ali, Professional Boxer

Platinum Express Visa Card[edit]

24 hour recharge

Using the power of a mysterious infinite pooling of wealth, you can double the current Ratashi you currently have for the means of paying/trading for something if you do not have enough to purchase an item.

“Money has no utility to me beyond a certain point” -Bill Gates, Billionaire

Strategic Mastermind[edit]

No Charges

When rolling any d20 check, you can add your INT modifier to the roll, optionally, you can use this feature to make an INT check against a creature, if you succeed, you will gain advantage against that creature for 1 minute regardless of other effects, you can only gain advantage from this feature once per round, your Intelligence score must be higher than 16 to use this Auxiliary.

“Intellectuals solve problems, geniuses prevent them” -Albert Einstein, Genius Scientist

Show Your Cards[edit]

No Charges

By revealing how an ability/attack works, you can increase its effectiveness for 10 minutes, increasing the chance to hit or the Zenire save DC by your proficiency bonus and increasing damage and healing by 25%(rounded up). This Auxiliary fails if you have revealed your ability to the creature before or if the creature already knows of your ability.

“By revealing one’s hand, you can increase the effectiveness and strength of a technique” -Kento Nanami, Jujutsu Sorcerer

Shadow of a Doubt[edit]

1 round recharge, 3 charges

A small device emitting a near silent neuron deactivating sound in a specific direction. You can use this Auxiliary to impose disadvantage upon a creature. A creature can only safely be affected by Shadow of a Doubt 5 times a day, if a creature is exposed more than 5 times, they will take xd12 psychic damage and their INT score will be reduced by x.

“I remained too much inside my own head and ended up losing my mind” -Edgar Allan Poe, writer


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