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Translations:Mercurial/54/en

De Runarcana Wiki
  • Stunning. When you hit a creature with your Runic Ammunition, it must succeed on a DC 13 Constitution saving throw + the result of your Runic Charge die, or be Stunned until the end of your next turn. You can spend 1 additional Runic Charge point to roll a Runic Charge die and subtract the result of the creature's saving throw.
  • Enchanting. When you hit a creature with your Rune Ammunition, it must succeed on a DC 13 Charisma saving throw + the result of your Rune Charge die, or become Charmed until the end of your next turn. You can spend 1 additional Runic Charge point to roll a Runic Charge die and subtract the result of the creature's saving throw. You can only have one Charmed creature at a time.
  • Poisoned. When you hit a creature with your Runic Ammunition, it must succeed on a DC 13 Constitution saving throw + your Runic Charge die result, or take an additional 1d8 Intoxicating damage and become Intoxicated until the end of your next turn. On a success, the creature only takes damage from the attack and additional damage. You can spend 1 additional Runic Charge point to roll a Runic Charge die and subtract the result of the creature's saving throw.
  • Flaming. When you hit a creature with your Runic Ammunition, the target catches fire and becomes Scorched, taking your Runic Charge die result as incinerating damage at the start of each of your own turns.
  • Bloodthirsty. When you deal damage with your Runic Ammo against a creature, it must make a Constitution saving throw DC 13 + the result of your Runic Charge die. On a failed save, the creature becomes Bleeding, taking 1d4 damage at the start of each of its own turns. You can spend 1 additional Runic Charge point to roll a Runic Charge die and subtract the result of the creature's saving throw.