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(Criou página com '*'''''Zealot Style.''''' Choosing the Water element. You can use your action to heal yourself or an ally within 15 feet of you, for each point of Ki spent, you can heal your martial die hit points. Additionally, if healing restores a creature's maximum health, the excess healing is transformed into temporary hit points, forming a barrier of water around the creature.') |
(Criou página com '*'''''Doctrinator Style.''''' Choosing the Fire element, you can, as a bonus action, use 1 Ki point to create or stop flames, being able to create bonfires or put them out. Alternatively, for each ki point spent, you can deal your martial die fire damage to an enemy within 15 feet of you or, as a reaction to taking fire damage, decrease the damage of a spell that deals fire damage by the same amount.') |
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Linha 505: | Linha 505: | ||
*'''''Doctrinator Style.''''' Choosing the Fire element, you can, as a bonus action, use 1 Ki point to create or stop flames, being able to create bonfires or put them out. Alternatively, for each ki point spent, you can deal your martial die fire damage to an enemy within 15 feet of you or, as a reaction to taking fire damage, decrease the damage of a spell that deals fire damage by the same amount. | *'''''Doctrinator Style.''''' Choosing the Fire element, you can, as a bonus action, use 1 Ki point to create or stop flames, being able to create bonfires or put them out. Alternatively, for each ki point spent, you can deal your martial die fire damage to an enemy within 15 feet of you or, as a reaction to taking fire damage, decrease the damage of a spell that deals fire damage by the same amount. | ||
*'''''Style of the Wanderer.''''' Choosing the Air element, you receive an imperceptible wind shield that grants +1 AC and DR equal to your proficiency bonus. When you receive damage, this shield is activated, mitigating the damage and dissipating. When this happens, you lose your AC and DR bonus, needing to voluntarily move 30 feet to recharge this shield. | |||
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*'''''Arctic Style.''''' Ice is one of the most dangerous elements, and can cause massive damage to both the bearer's enemy and the bearer himself. By choosing this element, you can energize your attacks made with your elemental weapon until the end of the round using 1 Ki point, causing your martial die cold damage. Whenever you spend Ki points beyond the first, you must perform a Constitution saving throw DC 10 + the number of Ki points spent, if you fail you receive your martial die in cold damage that cannot be mitigated for each point spent. | |||
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