Powers (Mass Effect Supplement)
Powers[edit]
Powers are the active application of combat, tech, and biotic prowess. When a character casts any power, the same basic rules are followed, regardless of the character's class or the power's effects.
Each power description begins with a block of information including the power's name, type, casting time, range, duration, and cooldown. The rest of a power's entry describes the power's effect.
Type[edit]
A power's type defines what classes it is available to, and what item a creature must be wearing to use the power. There are three power types:
- Combat: powers that utilize one's mastery over military equipment. A creature must be wearing armor to use a combat power.
- Tech: powers that utilize one's mastery over programming. A creature must be wearing an omni-tool to use a tech power.
- Biotic: powers that utilize one's mastery over mass effect fields. A creature must be wearing a biotic amp to use a biotic power.
Restricted[edit]
Certain powers can only be taken by creatures with a certain race or prestige class
Casting Time[edit]
Most spells require a single action, bonus action or reaction to cast. If a casting time is longer than this (i.e. 1 minute, 1 hour), you must cast the power as a full turn action on each of your turns, each of which lasts 6 seconds, for the casting time, during which you must maintain concentration otherwise the power fails and you must start over, to cast the power.
Range[edit]
The target of a power must be within the power's range. Most powers have ranges expressed in feet. Some powers can target only a creature (including you) that you touch, while powers with a range of self only affect you. Unless stated otherwise, a targeted creature knows it is targeted by a power.
Powers that create an area of effect that originates from you also have a range of self, indicating that the origin point of the power's effect must be you.
Once a power is cast, its effects aren't limited by its range, unless the spell's description says otherwise.
To target something, you must have a clear path to it, so it can't be behind total cover. If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.
Attacks and Saving Throws[edit]
Some powers require the caster to make an attack roll to determine whether the power hits the intended target. Your attack bonus with a power attack equals your casting ability modifier + your proficiency bonus.
Many powers specify that a target can make a saving throw to avoid some or all of the power's effects. The power specifies the ability that the target uses for the save and what happens on a success or failure. The DC to resist one of your powers equals 8 + your casting ability modifier + your proficiency bonus.
Areas of Effect[edit]
Some powers cover an area, allowing them to affect multiple creatures at once. Every area of effect has a point of origin, a location from which the power's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some powers have an area whose origin is a creature or an object.
A power's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover.
A power's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere.
- Cone: a cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length. A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise.
- Line: a line extends from its point of origin in a straight path up to its length and covers an area defined by its width. A line's point of origin is not included in the line's area of effect, unless you decide otherwise.
- Sphere: a sphere extends in all directions from its point of origin, and its size is expressed as a radius in feet that extends from the point. A sphere's point of origin is included in the sphere's area of effect.
Duration[edit]
A power's duration is the length of time the power persists. A duration can be expressed in rounds, minutes, hours, or even years. Some powers specify that their effects last until the power is dispelled or destroyed. If a power's effects are instantaneous, its effects can't be dispelled, because its power exists only for an instant.
Concentration[edit]
Some powers require you to maintain concentration in order to keep them active. If you lose concentration, such a power ends. You can end your own concentration at will.
Normal activity, such as moving and attacking, doesn't interfere with concentration, but you can only concentrate on one power at a time, and your concentration ends if you become incapacitated. The following factors can break concentration:
Additionally, whenever you take damage while you are concentrating on a power, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. The GM might also decide that certain environmental phenomena, such as the vehicle you are in being struck by a rocket, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a power.
Cooldown[edit]
All powers tax the user in some way, either physically, mentally, or both, which is represented by a power's cooldown, which itself is represented by a number. When you successfully cast a power, you gain its cooldown. While you have cooldown, you can not cast any powers. You lose cooldown equal to your proficiency at the beginning of each of your turns.
Combining Powers[edit]
The effects of different powers add together while the durations of those powers overlap. The effects of the same power cast multiple times don't combine, however. Instead, the most potent effect–such as the highest bonus–from those castings applies while their durations overlap.
Lists of Powers[edit]
Combat Powers[edit]
Name | Cooldown | Restricted? |
---|---|---|
Adrenaline Rush | 20 | |
Assassinate | 12 | |
Ballistic Blades | 6 | yes |
Blade Armor | 2 | yes |
Bloodlust | 20 | yes |
Carnage | 12 | |
Concussive Shot | 6 | |
Devastator Mode | 20 | yes |
Fortification | 12 | yes |
Immunity | 20 | |
Marksman | 12 | |
Nightshade Blades | 8 | yes |
Overkill | 12 |
Tech Powers[edit]
Name | Cooldown | Restricted? |
---|
Biotic Powers[edit]
Name | Cooldown | Restricted? |
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