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Translations:Heranças Variantes/47/en

De Runarcana Wiki
  • Climbing Adaptation. You gain a climbing speed equal to your walking speed.
  • Underwater Adaptation. You can breathe both air and water, and you gain a swimming speed equal to your walking speed.
  • Integrated Weapon. Technologically-enhanced creatures can replace a limb of their body with a melee or ranged weapon that is in your starting equipment, you use that weapon normally. This perk can be chosen more than once.
  • Natural Weapons. You have claws that can deal 1d8 + your Strength modifier slashing damage, and fangs that can deal 1d6 + your Strength modifier piercing damage.
  • Ink Sac. You can use an action to make a special ranged attack to blind a creature in your line of sight within 15 feet of you if it fails a DC 12 Dexterity saving throw. If you are able to make multiple attacks with the Attack action, this attack replaces one of them. Creatures that don't need sight are unaffected by this attack, and affected creatures must use an action to wipe off the ink. This skill works differently underwater: As a bonus action, you can create a heavy area of obscuration in a 5-foot radius of you. Once you use this ability, you can't use it again until you finish a short or long rest. You can select this ability multiple times.
  • Carapace. Your skin has additional coverage. When you take damage other than spiritual and true damage, you decrease the damage taken by an amount equal to your proficiency bonus. You do not lessen damage taken through conditions.
  • Adaptive Defense. As a bonus action, you send a command to your core, causing it to emit a field that shields you from attacks for 1 minute. When sending the command you must direct it to physical or magical attacks, the chosen type of attack has disadvantage against you. You can use this feature a number of times equal to your Proficiency Bonus per Full Rest.
  • Chromatic Epidermis. You have advantage on Stealth checks you make to hide. Additionally, while unarmored, you can attempt to hide even without light or heavy cover, as long as you remain stationary.
  • Maneuver Hook. You have a hook attached to a 60-foot long metal line. As an action, you can fire the grappling hook at a surface within range, latching onto it. Additionally, as a bonus action, you can break free and leap to a target within 15 feet of you, making a melee attack against that target.
  • Frozen Age. Your physical age may not match the years you've lived, unlike a normal human.
  • Robotic Limb. You have 1 mechanical upper limb somewhere on your body and you have control over it normally. This advantage can be chosen more than once for additional members.
  • Patagium. You have membranes that act like fins and can be used like wings to slow your fall or allow you to glide. If you take a fall and are not Incapacitated, you can subtract up to 100 feet from the fall damage calculation, you can also move 2 feet forward for every 1 foot you are falling.
  • Intoxicating Skin. Any creature that grabs you or comes into direct contact with your skin must pass a DC 12 Constitution saving throw or be Intoxicated for 1 minute. An Intoxicated creature that is no longer in contact with your skin can repeat the saving throw at the end of its turn, ending the effect on a success.
  • Metallic Protection. You have coated your skin with a metallic alloy that grants you natural protection. As long as you are not wearing any armor, your AC equals 13 + your Dexterity modifier.
  • Superior Sense. Technologically Enhanced creatures have advantage on Perception checks through hearing, smell or sight.
  • Darkvision. Your eyes have been replaced by cameras with the ability to adapt to darkness. You see in dim light up to 30 feet as if it were bright light and in the dark as if it were dim light. You cannot discern colors in the dark, only shades of gray.