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This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG]
This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG]
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{{#description2:Shamans connect with Great Spirits by becoming an extension of their will in exchange for benefits, while others negotiate with several of these entities in pursuit of their individual goals.}}
[[Categoria:0.94]]
[[Categoria:0.94]]


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|- style="font-weight:bold;"
|- style="font-weight:bold;"
| Level
| Level
| style="text-align:left; min-width:210px;" | Características
| style="text-align:left; min-width:210px;" | Characteristics
| Known Cantrips
| Known Cantrips
| Spells Known
| Spells Known
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==Spiritual Allies==
==Spiritual Allies==
At level 2, you connect with an animal spirit ally who will teach you how to channel spirit energy through a posture. Your melee attacks are imbued with spiritual energy, dealing an additional 1d6 damage. This damage increases to 1d8 at 8th level, 1d10 at 12th, and 1d12 at 17th. Using a bonus action and 1 Ki point, you can enter a stance. Once you enter a stance, you gain its benefits until you decide to leave that stance or switch to another one.
At level 2, you connect with an animal spirit ally who will teach you how to channel spirit energy through a stance. Your melee attacks are imbued with spiritual energy, dealing half of your proficiency bonus as additional damage and you can choose one of the stances, gaining a new one at the 6th, 15th and 17th levels of this class.


Each posture when activated generates a persistent effect that lasts for 1 minute and cannot stack with itself if the posture is activated again for the duration of the persistent effect. At the end of that minute, you can spend 1 Ki point to reactivate the persistent effect. Choose a stance from the following:
Using a bonus action and 1 Ki point, you can enter a stance you possess. Each stance has three effects, a Continuous effect, which you receive when activating the stance and remains until you abandon or activate another, a Temporary effect with the duration described on the skill, and a persistent effect that lasts for 1 minute and does not stack with itself if the stance is activated again for the duration of the persistent effect.


*'''''Abidance'''''. The Abidance stance increases your AC by +2. When activating the Permanence stance, you gain temporary hit points equal to your Shaman level + your proficiency bonus. In addition, you gain resistance to elemental damage as a persistent effect. Related animals: Turtle, Boar.
Each stance can be taught by several spirits, with each of them having some more common spirits to teach in their description.
*'''''Agility'''''. The Agility stance increases your speed by half your proficiency bonus times 5 feet. By activating the Agility stance you gain advantage on your next attack. In addition, you gain proficiency in Dexterity Saving Throws as a persistent effect. Related animals: Cheetah, Bear
*'''''Dominance'''''. The Dominion Stance gives you proficiency in Intimidation (if you already have proficiency, you have advantage on checks with that skill). When you activate Dominance Stance, you emit a fearsome roar (enemies within 60 feet of you who can hear you must make a Wisdom saving throw with DC equal to your Ki resistance DC, on a failure, targets are Frightened for 1 minute). In addition, allies who can see or hear you gain a +1 to their attack rolls. Related animals: Lion, Tiger
*'''''Impact'''''. The Impact Stance gives you resistance to one type of non-magical physical damage (choose from Slashing, Bludgeoning or Piercing when entering the stance). When activating Impact Stance, your next attack has advantage and the target must make a Constitution saving throw with DC equal to your Ki resistance DC, on a failure the target is Stunned until the start of your next turn. In addition, your speed increases by 10 feet as a persistent effect. Related animals: Bear
*'''''Ferocity'''''. Ferocity stance gives him slashing claws that increase the damage of your unarmed strikes. When activating the Ferocity Stance, you can make 1 extra attack this turn. In addition, your attacks using your claws take an additional 1d4 of slashing damage as a persistent effect. Related animals: Tiger
*'''''Resourcefulness'''''. The stance of Resourcefulness gives you proficiency in Athletics (if you already have proficiency, you have advantage on checks with that skill). When activating the posture of Resourcefulness, your next unarmed attack, if it hits, has its damage dice increased by 1 category. In addition, your climbing speed becomes 30 feet for 1 minute as a persistent effect. Related animals: Monkey, Spider


Upon reaching levels 6, 15, and 17 in this class, you can have an additional Animal Spirit.
'''Permanence'''. The posture of permanence gives the Shaman solidity to preserve his existence. Related animals: Turtle, Wild Boar.
*'''''Continuous''''': Increases your AC by +2.
*'''''Temporary''''': You gain a total of temporary hit point equal to your Shaman level + your proficiency bonus
*'''''Persistent''''': You gain resistance to elemental damage.
 
'''Agility'''. The Agility stance allows the Shaman to overcome some of his body's speed limits. Related animals: Cheetah, Bear
*'''''Continuous''''': Increases your speed by half your proficiency bonus times 5 feet.
*'''''Temporary''''': When activating the Agility stance you gain an advantage on your next attack.
*'''''Persistent''''': You gain proficiency in Dexterity Saving Throws.
 
'''Dominance'''. The Dominance stance grants the Shaman tools to preserve and consolidate his space. Related animals: Lion, Tiger
*'''''Continuous''''': You gain Proficiency in Intimidation (if you already have proficiency, you have advantage on tests with this skill).
*'''''Temporary''''': When you activate the Dominance stance you emit a frightening roar (enemies within 60 feet of you who can hear you must make a Wisdom saving throw DC equal to your Ki resistance DC, if they fail, the targets are Frightened for 1 minute).
*'''''Persistent''''': Allies who can see or hear you get +1 to their attack rolls.
 
'''Impact'''. The Impact stance channels spiritual energy giving additional solidity to the Shaman's body. Related animals: Bear
*'''''Continuous''''': You gain resistance to one type of non-magical physical damage (choose between Bludgeoning, Piercing or Slashing when entering the stance).
*'''''Temporary''''': When activating the Impact stance, your next attack has advantage and the target must perform a Constitution save with DC equal to your Ki resistance DC, if it fails, the target is Stunned until the start of your next turn.
*'''''Persistent''''': Your speed increases by 10 feet as a persistent effect.
 
'''Ferocity'''. The Ferocity stance is expressed aggressively, increasing the Shaman's own ferocity. Related animals: Tiger
*'''''Continuous''''': Your unarmed attacks can deal slashing or piercing damage in addition to bludgeoning damage. You choose which type the moment you activate the stance.
*'''''Temporary''''': When activating the Ferocity stance, you can make 1 extra attack this turn.
*'''''Persistent''''': your attacks using your claws deal an additional 1d4 slashing damage as a persistent effect.
 
'''Resourcefulness'''. The Resourcefulness posture grants versatility and creativity to solve problems. Related animals: Monkey, Spider
*'''''Continuous''''': Proficiency in Athletics (if you already have proficiency, you have an advantage in tests with this skill).
*'''''Temporary''''': When activating the Resourcefulness stance, your next unarmed attack, if successful, has its damage dice increased by 1 category.
*'''''Persistent''''': Your climbing speed becomes 30 feet for 1 minute as a persistent effect.


==Enhancement==
==Enhancement==
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Using an action, you can attempt to channel the energy of a Great Spirit you are connected to for up to 1 hour, which can result in great deeds or the destruction of your mind or body.
Using an action, you can attempt to channel the energy of a Great Spirit you are connected to for up to 1 hour, which can result in great deeds or the destruction of your mind or body.


When you channel a Great Spirit, you must choose between trying to convince it, via a Charisma check, or forcing the channel, spending 9 Ki points and a bonus action. When forcing the channel, you must make a saving throw according to the Great Spirits Difficulty table. For more details, see the description of Great Spirits in [[Grandes Espíritos/en|Chapter 5: Customization - Invocation and Great Spirits]]. Some effects may reduce the Ki cost of Channeling, but this cost cannot be less than 2 Ki points.
When you channel a Great Spirit, you must choose between trying to convince it, via a Charisma check, or forcing the channel, spending 9 Ki points and a bonus action. When forcing the channel, you must make a saving throw according to the Great Spirits Difficulty table. For more details, see the description of Great Spirits in [[Grandes Espíritos/en|Chapter 5: Customization - Great Spirits]]. Some effects may reduce the Ki cost of Channeling, but this cost cannot be less than 2 Ki points.


Additionally, while in possession of your totem, you ignore any material components of a spell, invocation, or sutra, as long as they are not consumables.
Additionally, while in possession of your totem, you ignore any material components of a spell, invocation, or sutra, as long as they are not consumables.
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*'''''Unarmored Defense.''''' When you are not wearing any armor, your AC is 10 + your Dexterity modifier + your Wisdom modifier.
*'''''Unarmored Defense.''''' When you are not wearing any armor, your AC is 10 + your Dexterity modifier + your Wisdom modifier.


*'''''Spiritual Vigor.''''' You add your proficiency bonus to your hit point maximum now and whenever you level up in that class.
*'''''Spiritual Vigor.''''' You add half of your proficiency bonus to your hit point maximum now and whenever you level up in this class.


===Spiritual Fist===
===Spiritual Fist===
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*'''''Shapeshifter.''''' You can manipulate spirit energy to alter your body as specified in Wild Shape.
*'''''Shapeshifter.''''' You can manipulate spirit energy to alter your body as specified in Wild Shape.


===Wild Shape===
===Feral Form===
{| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; margin: auto auto 10px 10px; float:right;"
{| class="wikitable" style="background-color:#FFF; margin: auto auto 10px 10px; float:right;"
|- style="font-weight:bold; background-color:#B4A7D6;"
|- style="font-weight:bold; text-align:center; background-color:#B4A7D6;"
! colspan="4" | Beast Forms
! colspan="3" | Feral Form
|- style="font-weight:bold;"
|- style="font-weight:bold;"
| Level
| style="text-align:center;" | Level
| Max. CD
| Form
| style="text-align:left;" | Limitations
| Aspect
| Example
|- style="background-color:#D9D2E9;"
|- style="background-color:#d9d2e9;"
| style="text-align:center;" | 1
| 1st
| Terrestrial Form
| 1/2
| 1
| style="text-align:left;" | Without flying nor swimming<br />speed
| Dire Wolf
|-
|-
| 5th
| style="text-align:center;" | 5
| 3
| Aquatic Form
| style="text-align:left;" | Without flying speed
| 2 - 1
| Crocodile
|- style="background-color:#D9D2E9;"
|- style="background-color:#d9d2e9;"
| style="text-align:center;" | 9
| 9th
| Flying Form
| 6
| 2 - 2 -1
| style="text-align:left;" | -
| Giant Eagle
|-
|-
| 13th
| style="text-align:center;" | 13
| 9
| Hibrid Form
| style="text-align:left;" | -
| 2 - 2 - 2
| Wildclaw
|- style="background-color:#D9D2E9;"
|- style="background-color:#d9d2e9;"
| style="text-align:center;" | 17
| 17th
| Superior Form
| 12
| 3 - 3 -3
| style="text-align:left;" | -
| Silverwing
|}
|}
Also at 1st level, you can manipulate spirit energy to alter your body. As a bonus action, you can magically assume the form of a beast you've seen before. You can use this feature a number of times equal to your proficiency bonus per long or full rest.
Also at level 1, you can manipulate spiritual energy to alter your body. As a bonus action, you can magically assume the form of a beast. You can use this feature a number of times equal to your proficiency bonus per full rest.


Your Shaman level determines the beasts you can transform into, as shown on the Beast Shapes table. At 1st level, for example, you can transform into any beast of CR 1/2 or lower that has no flying or swimming speed.
When you receive this trait, you gain the Terrestrial [[Formas Ferais/en|Feral Form]] and can choose 1 terrestrial feral aspect. At 5th level, you gain Aquatic Feral Form, you can choose a second Terrestrial feral aspect and an Aquatic feral aspect. When you reach 9th level, you receive the Flying Feral Form, you can choose a second aquatic aspect and a winged aspect. When you reach 13th level, you can choose a second flying aspect. When you reach 17th level, you can choose a third terrestrial, aquatic, or flying aspect.


You can continue in beast form for a number of hours equal to half your shaman level (minimum of 1). At the end of this duration, you revert to your original form unless you use this feature again. You can use a bonus action to revert to your original form prematurely. You automatically revert if you are knocked unconscious, reduced to 0 hit points, or die.
When assuming a feral form you receive 10 + your Shaman level in temporary hit points that last for 2 rounds or until consumed.
 
'''''Hybrid Form'''''. Upon reaching 13th level, once per long rest, when assuming a form, you can choose to assume a Hybrid form with any form you possess. The hybrid form grants you some additional benefits:
 
*'''''Attribute Increase'''''. The benefits granted by the Aspect are doubled.
*'''''Extra Attack'''''*. You can make one additional attack as part of your attack action.
*'''''Functional hands'''''. You can hold weapons and shields normally.
*'''''Conjuration'''''. You can cast spells in hybrid forms except spells that consume a material components.
 
'''''Superior Form'''''. Upon reaching 17th level, once per full rest, when assuming a form, you can choose to assume a higher version of that form. The Superior form grants you some additional benefits:
*'''''Attribute Increase'''''. The benefits granted by the Aspect are doubled.
*'''''Extra Attack*'''''. You can make two additional attacks as part of your attack action.
*'''''Feral Attack'''''. Your natural weapons, or unarmed attack, now cause magical damage.
*'''''Conjuration'''''. You can cast spells in superior forms.
*'''''Natural Defense'''''. You gain Damage Reduction equal to your proficiency bonus/ true damage.
 
You can remain in feral form for a number of hours equal to half your Shaman level (minimum 1). At the end of this duration, you return to your original form, unless you use this feature again. You can use a bonus action to prematurely revert to your original form. You automatically revert if you are knocked Unconscious, reduced to 0 hit points, or die.


While transformed, the following rules apply:
While transformed, the following rules apply:


* Your game statistics are replaced by the beast's statistics, but you retain your alignment, personality, Intelligence, Wisdom, and Charisma scores, all of your skill and saving throw proficiencies, and you gain the creature's proficiencies. If the creature has the same proficiency as you and its stat block bonus is greater than yours, you use the creature's bonus in place of yours. If the creature has any legendary or lair actions, you can't use them.
* You keep your personality, Intelligence, Wisdom, and Charisma scores, all of your skill proficiencies and saving throws, and you gain the creature's proficiencies.


* When you transform, you assume the creature's hit points and Hit Dice. When you revert to your original form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, all excess damage is carried over to your original form. For example, if you take 10 points of damage in beast form and have only 1 hit point left, you revert to your original form and take 9 damage. As long as the excess damage doesn't reduce you to 0 hit points, you don't fall unconscious.
* When you transform, you keep your hit points and hit dice. If you drop to 0 hit points you will have to save against death as you normally would, dying in feral form means death for your character.


* You cannot cast spells, and your ability to speak or perform any action that requires hands is limited by the capabilities of the beast form you have assumed. However, transforming doesn't interrupt your concentration on a spell you've already cast, nor does it prevent you from taking actions that are part of the spellcasting, such as summoning lightning you've already cast.
* You cannot cast spells, and your ability to speak or perform any action that requires hands is limited by the capabilities of the beast form you have assumed. However, transforming doesn't interrupt your concentration on a spell you've already cast, nor does it prevent you from taking actions that are part of the spellcasting, such as summoning lightning you've already cast.


* You retain the benefits of any features from Class, Origin, or other sources, and can use them if the new form is physically capable of doing so. However, you cannot use any of your special senses, such as darkvision, unless your new form also has that sense.
* You retain the benefits of all features from Class, Origin, or other sources, and can use them if the new form is physically capable of doing so. However, you cannot use any of your special senses unless your new form also has those senses.


* You can choose whether your equipment drops to the ground at your feet, merges into your new form, or is used by it. Worn and carried equipment works as normal, but the Master decides what equipment is viable for the new form to wear or use, based on the creature's shape and size. Your equipment does not change shape or size to adapt to the new form, and any equipment the new form cannot wear must either fall to the ground or merge with it. Merged equipment will have no effect until you leave the form.
* You can choose whether your equipment drops to the ground at your feet, merges into your new form, or is used by it. Worn and carried equipment works as normal, but the Master decides what equipment is viable for the new form to wear or use, based on the creature's shape and size. Your equipment does not change shape or size to adapt to the new form, and any equipment the new form cannot wear must either fall to the ground or merge with it. Merged equipment will have no effect until you leave the form.
* You retain all of your runes, not receiving any runes that the transformed creature receives.


===Feral Tactics===
===Feral Tactics===