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Invocations
Spiritual Invocations
Spiritual Invocations are ways of manipulating the energy of the material and spiritual realms by creating fluctuations that allow certain effects to occur. For all mechanical purposes, they are like Sutras and use the same rules for use, although they are not directly compatible, which means that a Shaman cannot learn a Bodhisattva Sutra (except General Sutras if he finds a teacher) and a Bodhisattva cannot learn a Spiritual Invocation.
Below is the list of Spirit Summons ordered by level prerequisite:
Invocation of Natural Observation
The Invocation of Natural Observation uses energy as a radar, being able to find certain species through an interaction of the senses, spiritual advice and perception.
- Locate.' With 1 action and the expenditure of 1 Ki point, you can locate one type of creature or plant within a radius of 4 miles, if it is present.
- Whispers. When you make a Nature roll to determine characteristics of plants and animals, you can roll 1d4 and add it to the result of that roll.
Invocation of the Feral Aspect
Prerequisite: Wisdom 13 or higher
The Invocation of the Feral Aspect connects the Shaman to the energy of animals, allowing him to assume a characteristic of the animal spirit with which he seeks to learn.
- Aspect. When learning this invocation, you receive an animal characteristic, receiving the traits of the chosen creature. This invocation can be learned more than once with new aspects with each learning. Choose one of the following options, when choosing one of these characteristics, you must define which physical trait is modified in your body with it:
- Natural Weapon. When choosing this Trait, you can transform a part of your body so that it becomes a natural weapon of your choice, such as horns, tail, claws, fangs, etc. Once chosen, the weapon cannot be changed. When choosing this natural weapon, you deal 1d4 + your Strength or Dexterity modifier in relevant damage to the chosen natural weapon, and you are proficient with your attacks with this weapon. If you already have one of these natural weapons, its damage increases by 1d4. When you reach levels 6, 12, 16, and 20 as a Shaman, the damage of this natural weapon increases by one category. Ex.: your fingers become claws, your mouth projects forward with prominent canines, a bird's beak, ram's horns, etc.
- Thick Skin. While you are not wearing armor, you receive +1 to AC, this bonus counts as Improved Defense. This bonus increases by +1 when you reach levels 6, 12, 16, and 20 as a Shaman. Ex.: your skin becomes like the hide of a crocodile, or even a rhinoceros.
- Climbing. You gain a climbing speed of 30 feet. If you already have this speed, it increases by 15 feet. When you reach levels 6, 12, 16, and 20 as a Shaman, this speed increases by 5 feet. Ex.: Your legs become similar to those of a goat, or your arms become longer like those of a monkey.
- Burrow. You gain an excavation aspeed of 15 feet. If you already had this speed, it increases by 10 feet. At levels 6, 12, 16, and 20 as a Shaman, this speed increases by 5 feet. Ex.: Your hands gain claws like those of an armadillo.
- Swimming. You gain a swimming speed of 30 feet. If you already had this speed, it increases by 15 feet. At levels 6, 12, 16, and 20 as a Shaman, this speed increases by 5 feet. Ex.: You gain a film between your fingers and toes, which become slightly longer.
- Darkvision. You gain darkvision with a range of 60 feet. If you already have this sense, it increases by 30 feet. When you reach 6th, 12th, 16th, and 20th level Shaman, the range of this sense increases by 10 feet. For example, your eyes become similar to those of a cat.
- Activation. As a bonus action, you can activate or deactivate the Feral Aspect.
Ethereal Blast Invocation
Prerequisite: Level 2, Cantrip - Mystic Blast
The Ethereal Blast Invocation channels energy to amplify the power of the Mystic Blast Cantrip.
- Multiply Blast. When you cast the Mystic Blast cantrip, you can spend up to a number of Ki points equal to your proficiency bonus. For each point spent, you conjure an additional bolt of lightning.
- Blast. When you cast Mystic Blast, add your Wisdom modifier to the damage it deals.
Eye of the Ethereal Raptor Invocation
Prerequisite: Level 2 - Invocation of the Feral Aspect - Darkvision
The Eyes of the Ethereal Raptor Invocation permanently transforms the Shaman's eyes, making him able to see in the dark.
- Awaken Sight. By spending 1 Ki point and 1 bonus action or action, you can touch a willing target and grant it the ability to see normally in darkness, both magical and normal, up to 60 feet away for a number of minutes equal to double your Proficiency bonus. Additionally, you can spend 1 Ki point so that until the end of your turn, your eldritch blast ignores up to three-quarters of cover.
- Ethereal Gleam. You can see normally in darkness, both magical and normal, up to 120 feet away.
Ethereal Pulse Invocation
Prerequisite: Level 4
The Ethereal Pulse Invocation studies how to channel the shaman's energy into an enormous destructive force.
- Ethereal Destruction. When you hit a target with an unarmed attack, with natural weapons, or with a melee weapon, you can spend 1 Ki point and use your reaction to deal an additional 1d8 energy damage. If the opponent is Huge or smaller, you can knock them prone. The maximum Ki points you can spend in a turn in this way is equal to your proficiency bonus.
- Destroying Attacks. Your unarmed attacks (or with natural weapons) have their damage increased by 1 category.
Friendly Spirit Invocation
Prerequisite: Level 4
The Friendly Spirit Invocation allows the Shaman greater interaction with the spirits, allowing him to extract greater benefit from his energy.
- Help. You can ask for help from spirit allies, using 1 action and 1 Ki point, you can receive for the next minute the ability of a Spirit Ally that you do not yet have access to.
- Reinvigorate. When you interact with spirits from a location that have not been summoned or forced to be there by you or your allies, you can recover 1 Ki point
Greater Feral Aspect Invocation
Prerequisite: Level 8, Wisdom 15 or higher
The Higher Feral Aspect Invocation allows the Shaman to manifest some of the more complex characteristics of animal spirits.
- Superior Feral Aspect. When you learn this Invocation, you gain an animal trait, receiving the traits of the chosen creature. This invocation can be learned more than once with new traits each time you learn it. Choose one of the following options; when choosing one of these traits, you must define which physical trait changes your body with it:
- Flight. You gain a flying speed of 15 feet. If you already have this speed, it increases by 10 feet. When you reach levels 12, 16, and 20 in Shaman, this speed increases by 5 feet. Ex.: a pair of wings from a bird, bat, or insect grows on your back.
- Seismic Sense. You gain seismic sense with a range of 15 feet. If you already have this sense, it increases by 10 feet. At 12th, 16th, and 20th level Shaman, the range of this sense increases by 5 feet. For example, long whiskers grow on your face, and your feet become like those of an elephant.
- Blindsight. You gain blindsight with a range of 15 feet. If you already have this sense, it increases by 10 feet. At 12th, 16th, and 20th level Shaman, the range of this sense increases by 5 feet. For example, your ears become bat ears, and your forehead becomes slightly elongated like a dolphin's.
- Activation.' As a bonus action, you can turn Feral Aspect on or off.
Spiritual Deepening Invocation
Prerequisite: Level 8
The Spiritual Deepening Invocation allows the Shaman to channel his energy more deeply, reaching additional strengths in his animal spirits.
- Touch the Root. By focusing your own energy, you can use 1 action and spend 3 ki points to grant one of your animal spirits an Enhancement for the next minute. If it already has the Enhancement, it will be added to it. If your animal is a lion, creatures have a -5 penalty to make the saving throw against its roar.
- Animal Attunement. When you make a Handle Animal check to calm animals or interact with them, you can roll 1d4 and add it to the result of that check.
Spiritual Fury Invocation
Prerequisite: Level 8
The Spiritual Fury Invocation works on the interaction of physical energy in integration with the spirit.
- Spiritual Tempering. Through this invocation, at the cost of 1 Ki point and 1 action, for the next minute, all your melee attacks now deal magical damage.
- Imbued. Your unarmed attacks (or with natural weapons) have their damage increased by 1 category.
Ethereal Emanation Invocation
Prerequisite: Level 10
The Ethereal Emanation Invocation deepens the connection of animal spirits with the mundane world around the shaman.
- Ethereal Aura. When you activate a stance, spending 1 additional Ki point for each target, you can cause creatures within 15 feet of you to benefit from the stance's activation until the start of your next turn.
- Shamanic Guidance. When you activate a stance, you (and all targets affected by your Ethereal Aura) gain a 1d4 bonus that can be used on a Saving Throw until the start of your next turn.
Leap of the Beast Invocation
Prerequisite: Level 10
The Leap of the Beast Invocation uses Ki as fuel so that the Shaman can make powerful leaps.
- Lunge. By spending 3 Ki points and making an attack, you can launch a powerful lunge, striking a creature within a maximum area equal to your maximum jump range + 10 feet. On a success, this attack deals additional runic damage from your proficiency bonus. This movement does not reduce your speed.
- Leap. You can cast the leap spell on yourself without spending Ki points or material components.
Feral Form Invocation
Prerequisites: Level 12, Wisdom 17 or higher
The Feral Form Invocation channels spiritual forces so that the Shaman can transform into a hybrid form of a beast.
- Transform. When learning this invocation, you must choose a beast from the Feral Form table. This invocation can be learned more than once with new beasts each time. Using a bonus action and 2 Ki points, you can change your form to become a hybrid form of a humanoid with the chosen beast. You receive the characteristics of your beast in the Traits column and your attribute values increase according to the Attributes column, exceeding the limit of 20. The duration of the form is a number of turns equal to your Wisdom modifier.
- Maintain. When in a Feral form, you can spend 1 Ki point before reverting to your original form to extend the transformation for a number of turns equal to your Wisdom modifier.
Feral Form | ||||||||
---|---|---|---|---|---|---|---|---|
2d20 | Beast | Traits | Attributes | 2d20 | Beast | Traits | Attributes | |
2 | Orca | Swimming (40 feet) and Echolocation* | +2 CON and +1 STR | 22 | Gorilla | Climbing (20ft) and Grappling | +2 STR and +1 CON | |
3-4 | Eagle | Flight (50 feet) and Claws | +2 DEX and +1 WIS | 23 | Hyena | Bite | +2 DEX e +2 WIS | |
5 | Moose | Charge and Ram | +2 WIS and +1 STR | 24 | Boar | Charge and Fangs | +2 STR and +1 DEX | |
6-7 | Spider | Spider and Web Climbing | +2 WIS and +1 DEX | 25-26 | Lizard | Bite | +2 WIS e +2 DEX | |
8 | Vulture | Flight (40 feet) and Claws | +2 STR and +1 WIS | 27 | Lion | Pack Tactics and Bite | +2 STR and +1 DEX | |
9 | Goat | Charge and Ram | +2 STR and +1 DEX | 28-29 | Wolf | Pack Tactics and Bite | +2 DEX and +1 WIS | |
10 | Camel | Bite | +2 WIS and +2 CON | 30 | Bat | Flight (60 feet) and Echolocation* | +2 Sab e +1 Des | |
11 | Crab | Amphibian and Claws | +2 Des e +1 Con | 31-32 | Panther | Boat and Claws | +2 DEX and +1 STR | |
12-13 | Warhorse | Trample on Charge and Hooves | +2 STR and +1 DEX | 33-34 | Rat | Darkvision (40 ft.) and Bite | +2 DEX and +2 WIS | |
14 | Constrictor Snake | Bite and Constriction | +2 STR e +1 CON | 35 | Rhinoceros | Charge and Horn | +2 STR and +1 CON | |
15 | Poisonous Snake | Swimming (20 feet) and Bite | +2 DEX and +1 WIS | 36 | Frog | Standing Jump and Swallow | +2 DEX and +1 WIS | |
16-17 | Owl | Flight (40 feet) and Claws | +2 WIS e +1 DEX | 37 | Tiger | Pounce and Claws | +2 STR e +1 DEX | |
18 | Crocodile | Hold Breath and Bite | +2 STR and +1 CON | 38 | Shark | Swimming (30 feet) and Bite | +2 STR and +1 CON | |
19-20 | Weasel | Bite, Sharp Hearing and Smell | +2 DEX and +2 WIS | 39 | Bear | Climbing (20 feet) and Biting | +2 STR and +1 CON | |
21 | Wasp | Flight (35 feet) and Sting | +2 DEX and +1 STR | 40 | Elephant | Trample in Charge and Fangs | +2 CON and +1 STR | |
* Creatures with echolocation have Blindsight equal to half the chosen creature's Blindsight |
Natural Flow Invocation
Prerequisite: Level 12
The Natural Flow Invocation gives the Shaman an understanding of the natural flow of energy in each body, allowing him to use this flow to his advantage or even reestablish it.
- Extinguish. By spending 3 ki points, you can use an action to end a spell that is acting on your body or on a willing creature.
- Embody. When you reduce a target's hit points to 0 or score a critical hit, you roll 1d4 and regain the amount of ki points you gained.
Great Assistance Invocation
Prerequisite: Level 16
The Great Assistance Invocation allows the Shaman to summon an avatar of a Great Spirit, and its understanding enables him to more easily destroy entities from other Realms of Existence
- Manifest Great Spirit.* By spending 5 Ki points and taking an action, you can summon an avatar of a Great Spirit that you have access to. This invocation functions like the conjure fiend spell for all additional details, except that the type of creature summoned is a Beast.
- Disengage. When you deal damage to a summon or creature not native to the Material Realm, you add your Wisdom modifier to the damage dealt as disruptive damage.
Invocação da Bênção Etérea
Pré-Requisito: Nível 16
A Invocação da Bênção Etérea permite ao Xamã canalizar grandes quantidades de energia espiritual para proteger seus aliados além de criar uma proteção permanente para o próprio Xamã.
- Aura Etérea. Com o gasto de 5 pontos de Ki e 1 ação, você canaliza energia espiritual que emana de você em uma força luminosa alcançando 30 pés de raio ao seu redor por um número de rodadas igual ao seu modificador de Sabedoria. Quando você usa essa invocação, criaturas à sua escolha dentro deste raio, também passam a emanar a mesma luz fraca em um raio de 5 pés. Pela duração, elas obtêm vantagem em todas as salvaguardas e todas as criaturas que forem atacá-las têm desvantagem nas jogadas de ataque até que a invocação termine. Adicionalmente, quando um dos beneficiados por essa energia forem atacados por um ínfero ou um morto-vivo em um ataque corpo a corpo, devem ser bem sucedidos em uma salvaguarda de Constituição, ou ficam cegos até o fim da invocação.
- Égide Etérea. Você recebe Redução de Dano igual a seu modificador de Sabedoria para ataques de ínferos, mortos-vivos e criaturas não nativas do Reino Material.
Invocação da Forma Natural
Pré-Requisito: Nível 18
A Invocação da Forma Natural permite ao Xamã momentaneamente canalizar as forças naturais primitivas de Runeterra além de conferir a seu corpo um poder inigualável.
- Forma da Natureza. Com o gasto de 6 pontos de Ki e 1 ação, você pode abrir seu corpo para canalizar uma quantidade colossal de energia espiritual, vestindo-se com um manto de uma das forças da natureza. Pelo próximo minuto, sua aparência se transforma e você recebe os benefícios de uma das forças naturais. Você joga 1d4 para definir qual força que será canalizada de forma aleatória, podendo gastar 1 ponto de Ki adicional para eliminar alguma dessas forças, até o total de 9 pontos de Ki para que você utilize exatamente a força que deseja. 1, Furacão: antimônico. 2, Tsunami: letífero. 3, Terremoto: vibracional. 4,
Vulcão: incinerante. Ao término da invocação, você recebe 1 nível de exaustão que não pode ser mitigado. Pela duração você recebe os seguintes benefícios:
- Seu deslocamento é dobrado,
- Sua CA aumenta em +4,
- Seu tamanho aumenta em 1 categoria,
- Você recebe 150 pontos de vida temporários,
- Todos seus ataques corpo a corpo causam 6d8 de dano adicional do tipo ligado à força natural,
- Você recebe 2 ações adicionais que podem ser usadas para realizar uma das seguintes ações: Atacar, Disparada ou Desengajar;
- Você recebe resistência a todos os danos elementais mágicos
- Poder das Eras. Seus ataques corpo a corpo ou com armas naturais causam 1 dado de dano adicional.
Invocação da Força Natural
Pré-Requisito: Nível 18
A Invocação da Força Natural permite ao Xamã canalizar forças espirituais para consolidar seu autocontrole e fortalecer o seu corpo.
- Força da Natureza. Gastando 6 pontos de Ki, com uma ação, você pode canalizar sobre si quantidades enormes de magia do reino espiritual aprimorando o seu corpo e espírito pelo próximo minuto. Pela duração você recebe os seguintes benefícios:
- Role 2 dados de vida. Você recebe essa quantidade de pontos de vida no início de cada um dos seus turnos.
- Você recebe 1d4 bônus em suas jogadas para Interagir com Grande Espíritos.
- Em caso de uma Falha de Canalização, você pode negar o efeito gastando 3 pontos de Ki.
- Cada vez que você causar dano a um alvo, você causa 2d6 de dano rúnico adicional.
- Fortalecimento Corporal. Quando você ativa Força da Natureza, você pode rolar um número de dados de vida igual ao seu modificador de Sabedoria, para ganhar pontos de vida temporários que duram até serem removidos ou por uma hora.
Invocação da Devastação
Pré-Requisito: Nível 20
A Invocação da Devastação permite ao Xamã utilizar as forças espirituais para criar efeitos devastadores.
- Irromper. Com uma ação bônus e 5 pontos de Ki para, por 1 minuto, seus ataques desarmados ou com armas naturais causam metade do seu bônus de proficiência em d8 de dano disruptivo.
- Fortalecimento Etéreo. Seus ataques desarmados ou com armas naturais tem seu dado de dano aumentado em uma categoria e passam a causar dano mágico.
Invocação da Fluência Etérea
Pré-Requisito: Nível 20
A Invocação da Fluência Etérea permite ao Xamã utilizar o conhecimento dos espíritos para adquirir benefícios em suas conjurações.
- Redirecionar. Quando você fizer uma jogada de ataque com uma magia e errar, você pode usar sua reação e gastar 3 pontos de Ki para fazer uma nova rolagem. Você deve ficar com o novo resultado para definir se a magia acertou ou não.
- Invocador Nato. Magias de Xamã que exijam uma ação para serem conjuradas podem ser usadas como ação bônus.