REMOVA OS ANÚNCIOS!

Apoiando através de https://apoia.se/arddhu a partir do tier de Apoiador, você pode navegar na wiki sem anúncios e ainda colabora com o projeto!

Translations:Mercurial/51/en

De Runarcana Wiki
Runic Ammunition
You are able to cast and fire your signature runic ammunition. When receiving this characteristic you must define the format and type of damage it causes (blunting, cutting or piercing), for example, you can define your ammunition to be marbles that cause blunt damage, cards that cause cutting damage or feathers. that deal piercing damage.
You are proficient with this ammunition, it is considered a ranged weapon, deals 1d6 of the chosen damage type, and has the following properties: finesse, throw (range 20/60 feet). Additionally, you can make an attack with this weapon as a bonus action.
You must spend 1 uninterrupted hour to conjure this ammunition, you conjure a total of 50 pieces of ammunition that are absorbed by your arms and can be fired through attacks, intuitively you always know how much ammunition you still have available. Ammunition lasts until the next full rest or after being used for an attack. You can have a maximum ammunition of 50 multiplied by half your proficiency bonus.
Runic Charge
The rune that favors you allows you to have a source of resources:
You gain 4 points of Runic Charge at 1st level and then 1 more point at levels 4, 7, 10, 13, 16 and 19. Your Runic Charge points are converted into dice for some effects, these dice are d6 at 1st level and become d8 at level 5, d10 at level 11, and d12 at 17.
You can use these points for some resources, you start by knowing three of them. You can learn additional features as you gain levels in this Class, gaining a feature at 3rd, 6th, 10th, 14th, and 18th levels.
You regain all spent charge when completing a long or full rest. Choose three of the following options:
  • Rogue Throw. If you know the location of a creature that you cannot attack, you can use your action to spend 1 Runic Charge and make an attack roll against the creature. The Rune Ammunition can attack the creature by arching it from above and below, turning at a 90-degree angle, or leaping from the environment to reach unusual angles. Rogue Throw increases the normal and maximum distance of your Runic Ammunition by a number of feet equal to 5 times your Runic Charge die result.
  • Decoy. As an action, you can spend 1 Runic Charge point and fire ammunition that multiplies, creating a distraction. By doing so, you can perform a Stealth check with advantage and have your Runic Charge die added to the result.
  • Slender. As a bonus action, you can spend 1 Runic Charge point to take the Dodge action.
  • Fleeting. As an action, you can spend 1 point of Runic Charge to perform a trick that dazzles bystanders. Each hostile creature within 10 feet of you is immediately distracted by your performance, and must succeed on a DC 8 Intelligence saving throw + your Runic Charge die result, or they have disadvantage on all ability checks, saving throws and or attack rolls until the start of your next turn, and the next attack roll against the creature before the start of your next turn has advantage.
  • Imbue. When using your Attack action, you can spend 1 point of Runic Charge to gain advantage on all attack rolls this turn made with your Runic Ammunition. Additionally, your first attack made with your Runic Ammunition adds your Runic Charge die to the attack and damage roll. Additional damage dealt this way counts as energy damage.
  • Lucky Move. Immediately after you fail an attack roll, you can spend 1 Runic Charge point to fire a shot at your target's face. You must make a DC 20 Dexterity saving throw - the result of your Runic Charge die. If successful, you automatically hit another creature of your choice that you can see within range of your Runic Ammunition.
  • Wrong Judgment. When a creature you can see makes an attack roll, saving throw, or ability check, you can use your reaction and spend 1 Runic Charge to stop its attempt. Roll a Runic Charge die and subtract the result from the creature's roll. You may choose to use this feature after the creature makes the roll, but before the DM determines whether or not the roll in question is successful.
  • Put your foot in. As a free action, you can spend 1 Runic Charge point to take the Disengage action.
  • Torrent. As an action, you can spend 1 point of Runic Charge to attack a number of targets you can see within 20 feet of you equal to your Dexterity modifier (minimum of 1) using your Runic Ammunition. When doing so, you must make a single attack roll for all targets.
  • Triple. As an action, you can spend 1 point of Runic Charge to fire a Rune Round that splits into three in a 30-foot cone from you, each round traveling in a line, one in the center and one at each end of the cone. stopping at the first target it hits. Each target must make a DC 8 Dexterity saving throw + your proficiency bonus + the result of your Runic Charge die. On a failed save, the target takes damage from your Runic Ammunition. On a success, the ammunition continues to travel down the line until it hits a target that fails the save or reaches its limit range, whichever comes first.