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Translations:Acólito/483/en

De Runarcana Wiki
  • Water Bow. You can use the water to make a ranged attack against a creature within 60 feet of you. On a hit, you deal 3d8 bludgeoning damage and the creature must make a Strength saving throw with DC equal to your spell DC. On a failed save, the creature becomes Prone.
  • Aquatic Armor. You make yourself completely enveloped in water, gaining resistance to fire damage. Melee attacks against you have disadvantage and ranged attacks made against you that are beyond the weapon's normal range automatically miss. You can breathe normally while wrapped in this way. You can maintain this armor for 1 minute or until you are Incapacitated. At the end of the duration, the water drops to the ground.
  • Fetters of Water. You send a small portion of water to trap a creature within 15 feet of you. The creature must make a Strength saving throw DC equal to your spell DC. On a failed save, it gets encased in ice, being Restrained for the next minute. On a success, the water returns to you. A creature Restrained by these fetters can repeat the saving throw at the start of each of its turns, ending the condition on a success. At the end of the duration, the water drops to the ground.
  • Private Pool. You create a 3-foot tall area covered in water at your feet in a 10-foot radius around you, this water moves with you. This area is considered difficult terrain for creatures that don't have a swimming speed. This area lasts until you become Incapacitated.
  • Aquatic Tendrils. You use your water to create tentacles of water that serve as extensions of your own arms. Your unarmed strikes now deal 2d6 bludgeoning damage and have a range of 15 feet. These tentacles last for 1 minute or until you dismiss them with a free action.