🎲 D&D Companion

Power Ranger

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Command Medallion

cols A-G Β· levels 1-24 Β· 37 abilities
LvlCellAbilityCostRules
1E1Shockstrike3 act3 actions. You strike an adjacent target for 1W damage and reduce their actions by 2 on their next turn. If your held weapon is Ranged, you deal no damage, but instead roll 1d6. On a 3+, the target is instead Stunned on their next turn. Weapon vs Fortitude.
2C2Action HeroPassivePassive. You gain +1 Light Attack and +1 damage for every target you can see while you are Unarmed. Unarmed vs Fortitude.
2D2Dash AttackPassivePassive. If you successfully attack with both weapons while dual-wielding, you gain +2 Move actions that last until the end of your turn.
2E2Dodge RollReactiveReaction. Upon a successful physical attack against you, you negate all damage and effects of the attack and instead roll 2 spaces away. You suffer -5 Fortitude and Reflex for the rest of the battle. Reflex.
Upgrades:
  1. Dodge Roll + (L3) β€” You may use this 2x in one battle. The penalty stacks.
  2. Dodge Roll ++ (L4) β€” You may use this 3x in battle. The penalty stacks.
2F2Hit And RunPassivePassive. After making an attack with a 2H weapon, you gain +1 Move action.
2G2Snap ShotReactiveReaction. You fire your weapon at any time for 1W damage. It costs no actions, though it will still cost ammo. Ranged Attack vs Reflex.
4C4Field MedicPassivePassive. All Medikits you carry have +1 Range and cost -1 action to use, down to a minimum of 1. Medicine.
Upgrades:
  1. Field Medic + (L5) β€” +1 Range, -1 action.
4D4Power Burst3 act3 actions. Choose 1 benefit: -All melee attacks gain +2 knockback. -Gain +10 Temp HP. -Your Climb, Jump, and Swim speed is equal to your Acrobatics score. If your Acrobatics is less than 6, it becomes 6. Lasts 3 turns. Perform.
4E4Power Pose1 act1 action. Can only be done after a successful attack. You make an Intimidate roll with a +10 bonus. Intimidate vs Will.
4F4RejoiceReactiveReaction. Any time you make a successful melee attack, you may move 1 space.
Upgrades:
  1. Rejoice + (L5) β€” Triggers from a successful melee or ranged attack.
  2. Rejoice ++ (L6) β€” Attacks do not have to be successful to trigger movement.
4G4RecoilReactiveReaction. Any time you are successfully hit by a melee attack, you may move 1 space.
Upgrades:
  1. Recoil + (L5) β€” Successfully hit by a melee or ranged attack.
  2. Recoil ++ (L6) β€” Attacks do not have to be successful to trigger movement.
6D6Command Coin12 act12 actions. You now have a Command Coin that can be used to warp you from where you are to a Preset location. After casting, you are in the Ether, unable to perceive anything or make actions, for 60 actions. You must already be in a location to store it as a Preset, which takes 18 actions. The Command Coin can only hold up to 3 Presets; adding a 4th will require you to drop a previous one.
6E6Morphin' Time12 act12 actions. You summon a black or white suit of armor that can only be worn by you. You may dismiss the suit for 2 actions. While donned, no other armor (including head, hands and feet) can be worn. The suit provides Temp HP equal to your Level, and Armor equal to your (Acrobatics + Intimidate) / 2, rounded down. Lasts until dismissed.
6F6Grenade Mod600 act600 actions. You build a Mod Pack that automatically modifies all grenades you carry. Switching between Mods takes 6 actions. You may use any of these Mods: Bouncing Bettie: Your grenade will bounce endlessly until it comes within range of a target. Detonator: Your grenade may detonate either after 6 actions or later on as a Reaction. Flashbang: Your grenade deals -3 damage, but stuns everyone hit for 1 turn. Radius: Your grenade's blast range is extended by 2 spaces. Shock: Your grenade deals lightning damage instead, tripled to everyone with 7+ Armor. Transfusion: You heal 1d4 HP for everyone hit by your grenade. Winter: Your grenade limits Move actions to 2 for everyone hit. Hardware: Weaponry.
8E8Zeo Cell600 act600 actions. You attach a Zeo Cell to a Ranged weapon, granting its wielder +1 Ranged Attack. Zeo Cells are detachable, and can hold a Zeo Charge that modifies the weapon. Must roll 12+ Weapons/Tools Crafting.
Upgrades:
  1. Zeo Cell + (L9) β€” You can modify a Ranged weapon to carry 2 Zeo cells. Must roll 20+ Weapons/Tools Crafting.
  2. Zeo Cell ++ (L10) β€” You can modify a Ranged weapon to carry 3 Zeo cells. Must roll 28+ Weapons/Tools Crafting.
  3. Zeo Cell +++ (L11) β€” You can modify a Ranged weapon to carry 4 Zeo cells. Must roll 34+ Weapons/Tools Crafting.
9A9Burst Charge600 act600 actions. You upload a Burst Charge into a Zeo Cell. The attached weapon's successful attacks knock back its target 1 space (if 1H) or 2 spaces (if 2H). Must roll +12 Hardware: Weaponry.
9B9Deflector Charge600 act600 actions. You upload a Deflector Charge into a Zeo Cell. If the attached weapon is 2H, it emits a plasma shield, granting the user small cover (+5 Reflex) while in use. Must roll +12 Hardware: Weaponry.
9C9Demo Charge600 act600 actions. You upload a Demo Charge into a Zeo Cell. Once per battle, the user can add +2 actions to the attached weapon's attack. In doing so, a successful shot will deal half damage to everyone next to the target. Must roll +12 Hardware: Weaponry.
9D9Medic Charge600 act600 actions. You upload a Medic Charge into a Zeo Cell. The attached weapon's ammo is modified to heal HP rather than deal damage. Amount is still affected by the target's Armor. Must roll +12 Hardware: Weaponry.
9E9Muffle Charge600 act600 actions. You upload a Muffle Charge into a Zeo Cell. When used while in Stealth, the attached weapon's sound is quelched. Roll 1d6. On a 2+, the attack will not break Stealth. Must roll +12 Hardware: Weaponry.
9F9Prism Charge600 act600 actions. You upload a Prism Charge into a Zeo Cell. Once per battle, the attached weapon can modify its ammunition to deal random elemental damage (decided by a d6 roll). Must roll +12 Hardware: Weaponry.
9G9Seeker Charge600 act600 actions. You upload a Seeker Charge into a Zeo Cell. The user can add +2 actions to the attached weapon's attack. If so, and the attack misses its target, it will find the next closest one, allowing another attack attempt. Must roll +12 Hardware: Weaponry.
11A11Red SuitPassiveRequires Morphin' Time. Passive. Your suit now grants you +2 Fortitude, Athletics, and Aggression. It is permanently Red.
Requires: Morphin' Time
11D11Blue SuitPassiveRequires Morphin' Time. Passive. Your suit now grants you +2 Will, Piloting/Driving, and Hardware: Vehicles. It is permanently Blue.
Requires: Morphin' Time
11G11Pink SuitPassiveRequires Morphin' Time. Passive. Your suit now grants you +2 Reflex, Insight, and Persuasion. It is permanently Pink.
Requires: Morphin' Time
12A12EnduringPassivePassive. Action Hero also heals you for 1 HP each turn while Unarmed.
12B12KnockbackXX actions. Deal 1W damage to an adjacent target and knock them back 3 spaces. Weapon vs Fortitude.
12D12Tactical RetreatPassivePassive. Your Dash Attack now grants +4 Move actions, as long as you use them to move away from your target.
12E12Buzzer60 act60 actions. Constructs a Buzzer that you can attach to a person. If that target has a lasting psychic effect (Sleep, Charm, Hypnosis, Taunt, etc), the Buzzer will detect it and attempt to shock them out of it. Each turn, the target rolls 1d8. On a 3 or higher, they are instantly shocked out of the psychic attack and they can continue their turn normally. Must roll 20+ Weapon/Tools Crafting.
12G12DissuadePassivePassive. Upon using Dodge Roll, you may make a Persuasion roll free of action costs. Persuasion vs Will.
13A13Throwdown3 act3 actions. While holding your weapon over an adjacent target, activate its secret gravity trigger to knock them prone and keep them pinned down. The weapon must stay atop them for the duration, but the trigger is coded only to your touch. Lasts 10 turns or until deactivated. Hardware: Weaponry vs Fortitude.
13B13Ram6 act6 actions. Charge to a target within 4 spaces and deal (3x Unarmed) damage to them, stunning them for 1 turn. Roll 1d6. On a 3 or lower, you are also stunned for 1 turn.
13D13Turret600 act600 actions. Constructs a portable Turret that can be deployed on an adjacent space for 12 actions. When complete, the Turret will independently fire at a target within 20 spaces (using your Hardware: Weaponry for its RA) for 2d8 damage each turn. The Turret has HP equal to 2x your Hardware: Weaponry, cannot move, and has no Armor or Defenses. Only 1 Turret can be deployed at a time. Lasts until destroyed or picked up. Must roll 26+ Weapon/Tools Crafting.
13E13Landspeeder600 act600 actions. Requires 5 Steel. Constructs a 1-man speeder vehicle that hovers 1 space off the ground and moves at 3 spaces per action. Requires Piloting/Driving rolls of 15+ to pilot during combat. Must roll 26+ Hardware: Vehicles to build.
14G14Miscellaneous Weapon ProficiencyPassivePassive. You gain +2 to all Attacks when using an unconventional object as a weapon.
20E20Zord18 act18 actions. You summon and teleport to a Zord, a Huge mechanical beast of your choosing that towers up to 10 spaces tall. You are the pilot of the Zord, and all your actions direct its own. Its Stats are as follows: Max HP: 4x your own Fortitude: 2x your own Reflex: Equal to your own Will: 20 Armor: 4 Light Attack: 10+ your own Heavy Attack: 10+ your own Ranged Attack: 5+ your own Damage and damage type are dependent upon your chosen beast. Up to 5 Zords may be combined with each other. If so, their Stats are also added together. Lasts 8 turns or until the end of battle.
24F24(Color Special) Tier Iβ€”Color Special: Choose a feat based on your chosen color. Tier I Red: Head Ram: Charge to an enemy within 4 spaces and deal STR damage to them, stunning them for 1 turn. Roll 1d6, and on a 3 or lower, you are also stunned for 1 turn. (STR) Knockback: Deal 1W damage to an adjacent enemy and knock them back 6 spaces. (STR) Lift: You hold up an adjacent enemy with 1 hand. That enemy cannot move or make ranged attacks, but can attempt to break free with a STR roll at least 3 times greater than your STR. While lifting an enemy, you cannot use that hand for anything else. You can use this as many times as you have hands. (STR) Blue: Buzzer: Constructs a Buzzer that you or an ally can attach to their person. If that ally is affected by a psychic attack (Sleep, Paralysis, Hypnosis, Taunt, etc), the Buzzer will detect it and attempt to shock them out of it. Each turn, the ally rolls 1d8. On a 3 or higher, they are instantly shocked out of the psychic attack and they can continue their turn normally. (INT) Turret: Spend a turn deploying a Turret on an adjacent space. When complete, the Turret will fire at the closest enemy for 1d8 damage each turn until destroyed or until the end of battle. The Turret has HP equal to your Intellect, cannot move, and has no Armor, Will, or Reflex. Only 1 Turret can be deployed at a time. (INT) Upgrade Ranged: You can upgrade ranged weapons to deal an extra 1d6 damage. (INT) Pink: Flirt With Death: You Intimidate an adjacent enemy, forcing them to attack you for 3 turns. If successful, you gain +7 Reflex against all physical attacks from that enemy during that time. (CHA) Miscellaneous Weapon Proficiency: You can wield any random object (except for actual weapons) as easily as if it were your lifelong weapon. Sweep: You trip all adjacent enemies. If tripped, an enemy cannot make a melee attack, has -3 Reflex, and can only roll around at 1 speed. They may spend a turn to get back up. (DEX) Black: Double Swing: After every melee attack you make, you may roll 1d6. On a roll of 6, you make an extra melee Basic Attack. (STR) Rescue: If an ally within 3 spaces is successfully hit by a ranged attack, you may instantly jump in front of them and take the attack instead. (DEX) Retaliate: After every successful attack an adjacent enemy makes against you, you may instantly strike back for half the damage. (DEX) Yellow: Cover Fire: Choose an ally. For the remainder of the battle, whenever an enemy moves adjacent to that ally, you may make a Basic Attack against that enemy. This can only be done on the enemy’s Move action, not your ally’s. (DEX) Piercing Shot: You make a ranged attack for 1W damage to an enemy and all enemies in a line behind them. (DEX) Scatter Shot: You make a ranged attack that deals 1W damage in a cone shape. Each projectile stops after hitting its first target. (DEX)

Sweep

cols H-N Β· levels 9-14 Β· 15 abilities
LvlCellAbilityCostRules
9H9Sting Charge600 act600 actions. You upload a Sting Charge into a Zeo Cell. The attached weapon allows its user to make an automatic Aggression roll against their target for each successful attack. Must roll +12 Hardware: Weaponry.
9I9Zoom Charge600 act600 actions. You upload a Zoom Charge into a Zeo Cell. The attached weapon grants +7 Ranged Attack against targets over 20 spaces away, and +3 Ranged Attack against targets within 20 spaces. Must roll +12 Hardware: Weaponry.
11J11Green SuitPassiveRequires Morphin' Time. Passive. Your suit now grants you +2 Deception, Weapons/Tools Crafting, and Survival. It is permanently Green.
Requires: Morphin' Time
11M11Yellow SuitPassiveRequires Morphin' Time. Passive. Your suit now grants you +2 Ranged Attack, Hardware: Weaponry, and Detection. It is permanently Yellow.
Requires: Morphin' Time
12H12Flirt With Death2 act2 actions. You force an adjacent target to attack you. If successful, you gain +7 to all Defenses against that target. Lasts 3 turns. Aggression vs Will.
12J12Slice And DicePassivePassive. Hit And Run now activates with 1H weapon attacks.
12K12RetaliateReactiveReaction. If an adjacent target successfully attacks you, you may spend 2 actions to instantly strike back for half the damage. If their attack brings you to 0 HP, you cannot Retaliate. You may use this in battle as often as you like. Light Attack vs Fortitude.
12M12Scatter ShotXX actions. Your shot from a Ranged weapon now hits everyone in a cone, area 1xR (R = the distance to your target, up to your weapon's maximum range). Ranged Attack vs Reflex.
12N12StunningPassivePassive. Using Snap Shot lets you use an Intimidation roll free of action costs. Upon success, you slow all targets within 5 spaces by -2 actions on their next turn. Intimidation.
13K13Double SwingPassivePassive. After every melee attack you make, you may roll 1d6. On a roll of 6, you make an extra melee weapon attack.
Upgrades:
  1. Double Swing + (L14) β€” Activates on a roll of 4+.
  2. Double Swing ++ (L15) β€” You automatically make an extra weapon attack.
13M13Cover FireXRequires an ally within 5 spaces. X actions. You suffer -3 Ranged Attack. However, a target within weapon range, and everyone next to them, suffer -10 Ranged attack. This effect applies whether your weapon attack is successful or not. You may keep using this as long as you have ammo and keep concentrating, not moving or making other attacks. Ranged Attack vs Reflex.
13N13Piercing ShotPassivePassive. Your fired ammunition will always pass through your target, flying to the end of your weapon's range, hitting anyone it comes across for equal damage. Ranged Attack vs Reflex.
14K14RescueReactiveReaction. If a target ally within 5 spaces is successfully hit by a ranged attack, you may instantly jump in front of them and take the attack instead. This will cost you 3 actions on your next turn. Must roll 12+ Acrobatics.
14M14GrenadierPassivePassive. You wield Grenade Launchers with extra finesse. You gain +10 Range with them and reloading them costs -1 action (down to a minimum of 1). Grenades launched from them deal 3d12+2 damage to everyone within 6 spaces, with a 3-space knockback.
14N14Homing MissilesPassivePassive. You gain +10 Ranged Attack with launched weapons (guns, bows). If you have Piercing Shot, your shots will seek out any targets within 3 spaces of your previous target. Ranged Attack vs Reflex.