Override Limiter | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Override Limiter

Augmentation with Limiter

As part of an action or bonus action involving an augmentation, its user can decide to override the built-in limiter. In doing so there is a risk that the intended outcome will not occur, the augmentation takes potentially irretrievable damage and its user takes damage.

  • If you are overriding the limiter for the first time make a DC 20 Arcana Check, otherwise make a DC 15 Arcana Check. For each override since the last reset of the limiter, the difficulty increases by 5.
  • If you meet or beat the DC, you will achieve some of the following benefits, depending on the augmentation in question (The augmentation needs to be implanted or attached to your body and have a limiter in the first place.):
    • Double the damage output.
    • Make available another use of an otherwise depleted augmentation. (Some Augmentations have a limited number of uses per long or short rest.)
  • If you fail the override DC up to 9 your augmentation becomes damaged and needs to be mended out of combat. You take the number by which you failed the DC by as damage. But the intended effect still comes through.
    • e.g. DC = 25 and Arcana Check = 20 -> You take 5 damage, the augmentation is damaged, but the override effect takes hold.
    • Until the augmentation is mended, it becomes unusable. With proper tools to mend the augmentation is a DC 20 Arcana Check otherwise it is DC 25. Should you fail the check to mend your augmentation by 10 or more, the augmentation is destroyed.
  • If you fail to override or mend DC by 10 or more, your augmentation is destroyed. Your intended action and the override or mend fails. If it is a body augmentation, you take 2d10 force damage. If it is a brain or integrated augmentation, you take 5d10 force damage.
To reset the override, you have to spend 10 minutes per overridden augmentation after a long rest.


Created by

Midnightplay.

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Feat

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