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(Criou página com '*'''Arcane Vision'''. You can see in dim light up to 60 feet as if you were in light, and in darkness as if you were in dim light. Penumbra has no disadvantage on your Perception checks, and you have advantage on Dexterity saving throws. *'''Runic Shooter'''. You have advantage on attack rolls, and your attacks deal an additional 1d8 runic damage. Once you use this feature, you must finish a full rest before using it again. *'''Runic Shield'''. You gain a +2 bonus to AC.') |
(Criou página com '* '''Grabbing'''. When hitting a target with this arrow, poisonous vines envelop your target. The creature hit takes an additional 1d6 poison damage, its speed is reduced by 10 feet, and whenever it uses its speed on its own turn, the target takes 2d6 slashing damage. Vines last for 1 minute or until you use this option again. The target or any creature within 5 feet of it can use its action to make an Athletics check, removing the vines on a success. Upon reaching 11th...') |
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(10 revisões intermediárias pelo mesmo usuário não estão sendo mostradas) | |||
Linha 507: | Linha 507: | ||
Upon reaching level 12, you can choose a new option. | Upon reaching level 12, you can choose a new option. | ||
===Sizing Tactics=== | |||
== | Starting at 3rd level, you learn to use a creature's size against it. You have advantage on Dexterity saving throws against a creature that is one size category larger than you. Additionally, if the Dexterity saving throw effect allows you to take half damage on a success, you take none, however, you still take full damage on a failure. | ||
===Extra Attack=== | |||
At 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. | |||
===Defensive Tactics=== | |||
At 7th level, you gain one of the following features of your choice: | |||
:'''Multi Attack Defense'''. When a creature hits you with an attack, you gain a +4 bonus to your AC against all subsequent attacks from that creature for the rest of the turn. | |||
:''' | :'''Watcher Accuracy'''. If you are more than 20 feet from a Favored Enemy, you add double your Wisdom modifier to your damage rolls. | ||
:''' | :'''Will of Steel'''. You have advantage on saving throws against becoming Frightened or Charmed. | ||
:''' | |||
===Vary Attacks=== | |||
Starting at 9th level, you can choose a technique from the list below: | |||
:'''Strengthened Weapons'''. You reduce your critical range by 1 on all your weapon attacks. For example, if it's 20 it becomes 19, if it's 19 it becomes 18. Whenever you hit your Favored Enemy with a weapon attack, you deal 1 extra die of damage. When you choose this characteristic again, it increases by one more die, but does not decrease your critical margin. | |||
:''' | :'''Visceral Attack'''. If you hit a Stunned or Restrained creature with a melee weapon attack, your attack is considered a critical hit. | ||
:''' | :'''Swift Defense'''. As long as you are not wearing heavy armor or a shield, you can add your proficiency bonus to your AC, this bonus counts as Improved Defense. | ||
:''' | :'''Tactical Domain'''. You receive a Combat Technique from the Combatant of your choice, as long as you meet its prerequisites. | ||
:''' | :'''Cribbling Stabbing'''. When making a melee attack that deals piercing simple or magical damage without disadvantage, you can impose disadvantage on that attack to reduce the target's speed by 15 feet for 1 minute if you hit. | ||
:''' | :'''Opposition Shot'''. If a creature is about to make a melee attack against you and you have a ranged weapon ready to make a ranged attack, you can spend a reaction to make an attack of opportunity against that creature. If your attack hits, that creature's melee attack is cancelled. If the creature is up to one size category larger or smaller than you, it must make a Strength saving throw against the attack roll you made or be Stunned until the end of your next turn. | ||
:''' | |||
When you reach levels 14 and 17, you can choose a new technique. You cannot choose a technique more than once unless it says otherwise. | |||
===Multiple Attacks=== | |||
At 11th level, you gain one of the following features of your choice: | |||
*'''Spinning Attack'''. You can use your action to make a melee attack against any number of creatures within 5 feet of you, you use the same attack roll for all targets. | |||
*''' | *'''Volley'''. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see, within weapon range. You must have ammo for each target, and you make an attack roll for each target. | ||
*''' | |||
===Improved Hunting=== | |||
At 13th level, when fighting an enemy, you can use your hunting experience to be able to temporarily turn any creature into a favored enemy. When you deal damage to a target, you can use your bonus action to make that target a favored enemy for a number of rounds equal to your Wisdom modifier. You can use this feature a number of times equal to half your Proficiency bonus per full rest. | |||
===Hunter's Superior Defense=== | |||
At 15th level, you gain one of the following features of your choice: | |||
*'''Supernatural Dodge'''. When an attacker you can see hits you with an attack, you can use your reaction to take only half damage. | |||
*''' | *'''Evasion'''. You can nimbly dodge certain area effects, such as a hellish dragon's flaming breath or an ice storm spell. When you are targeted by an effect that requires a Dexterity saving throw to take half damage, you take no damage if it succeeds, and only half damage if it fails. | ||
*''' | *'''Stay against the Tide'''. When a hostile creature misses a melee attack against you, you can use your reaction to force that creature to repeat the same attack against another creature within 5 feet of your choice | ||
*''' | |||
Upon reaching 19th level, you can choose a new trait. | |||
===Light as the Wind=== | |||
== | At 17th level, your critical range is reduced by 1 and your walking speed increases by an amount equal to 5 feet multiplied by your Dexterity or Wisdom modifier (whichever is greater), provided you are not wearing medium, heavy armor or wielding a shield. | ||
===Annihilator=== | |||
== | When you reach 20th level, you have learned everything possible to favor you against your Favored Enemy. Your attacks against your Favored Enemies have advantage, your critical range is reduced by 1, and your weapon's damage die category is increased by one. Additionally, all damage dealt to a Favored Enemy is doubled. | ||
==Runic Shot Options== | |||
= | |||
The Runic Shot feature allows you to make choices at certain levels. All of the options below are considered magical effects. If an option requires a save or check, Runic Shot is DC 8 + your proficiency bonus + your Wisdom modifier. | |||
* '''Grabbing'''. When hitting a target with this arrow, poisonous vines envelop your target. The creature hit takes an additional 1d6 poison damage, its speed is reduced by 10 feet, and whenever it uses its speed on its own turn, the target takes 2d6 slashing damage. Vines last for 1 minute or until you use this option again. The target or any creature within 5 feet of it can use its action to make an Athletics check, removing the vines on a success. Upon reaching 11th Hunter level, the damage from this option becomes magical and at 18th Hunter level, both the laceration and lethal damage become 4d6. | |||
* ''' | * '''Banishing'''. Upon hitting a target with this arrow, you can attempt to temporarily banish your target to a harmless location in the Spirit Realm. The target hit must make a Charisma saving throw, being banished on a failure. While banished in this way, the target's speed becomes 0 and they are Incapacitated. At the end of your next turn, the target reappears where it was or in the nearest unoccupied space if its space is occupied. Upon reaching 18th level Hunter, the target hit also takes an additional 2d6 runic damage. | ||
* ''' | * '''Seeking'''. By using this option, you can imbue your arrow with magic so that it chases its target, not needing to make an attack roll. When doing this, you must choose a target that you have seen in the last minute, your arrow will chase that target, going around corners and walls, ignoring half cover and three quarter cover. If the target is within your bow's maximum range and there is a large enough space for your arrow to pass through it, the target must make a Dexterity saving throw. On a failed save, the target takes your bow damage + 1d6 force damage, and you learn the target's current location. On a success, the target takes half damage. Upon reaching 11th level Hunter, the energy damage becomes runic, and at 18th level Hunter, the damage becomes 2d6. | ||
* ''' | * '''Electric'''. When hitting a target with this arrow, electricity courses through the target's body. The creature hit takes an additional 1d6 lightning damage and can't make more than one attack per turn or take reactions until the start of its next turn. Upon reaching 11th level Hunter, the lightning damage becomes plasmic, and at 18th level Hunter, the damage becomes 4d6. | ||
* ''' | * '''Weakening'''. By using this option, you can imbue your arrow with magic to weaken your target. If you hit a creature with this arrow, the target takes an extra 2d6 necrotic damage and must make a Constitution saving throw. On a failed save, the target is Weakened and the damage of all its weapon attacks is halved until the start of your next turn. Upon reaching 18th Hunter level, the damage becomes 4d6. | ||
* ''' | * '''Explosion'''. When hitting a target with this arrow, the energy stored in the arrow detonates in a 10-foot radius from the target hit. All creatures in the area must make a Constitution saving throw. On a failed save, an affected creature takes 2d6 force damage. Your target automatically fails this saving throw. Upon reaching 11th Hunter level, the energy damage becomes runic and at 18th Hunter level, the damage becomes 4d6. | ||
* ''' | * '''Flaming'''. When you hit a target with this arrow, flames course through your target's body. The creature hit takes an additional 1d6 fire damage and becomes Scorched until a creature uses its action to put out the flames, the target Scorched in this way takes 1d6 fire damage per turn. Upon reaching 11th Hunter level, the fire damage becomes incinerating and at 18th Hunter level, both the bonus damage and Scorch damage become 4d6. | ||
* ''' | * '''Glacial'''. When you hit a target with this arrow, an icy zone forms around the target. The creature hit takes an additional 1d6 cold damage and the terrain within 5 feet of the target becomes difficult terrain until the end of its next turn. Creatures in that area must make a saving throw at the start of each of their turns. Acrobatics or they will fall. Upon reaching 11th Hunter level, the cold damage becomes glacial and at 18th Hunter level, the damage becomes 4d6. | ||
* '''Glacial'''. | * '''Drilling'''. When using this option, you can imbue your arrow with ethereal energy, without needing to make an attack roll. As you do so, you fire your arrow in a line 30 feet long and 1 foot wide from you, the arrow harmlessly passing through solid objects, ignoring any kind of cover. Creatures in this line must make a Dexterity saving throw. On a failure, an affected creature takes damage from your bow + an additional 1d6 slashing damage, or just half as much damage on a success. Upon reaching 18th Hunter level, the damage becomes 4d6. | ||
* ''' | * '''Return'''. When using this option, you can temporarily deceive your target's mind, you must choose yourself or an ally within 30 feet of the targeted creature. When hitting a target with this arrow, the creature takes an extra 2d6 psychic damage and must make a Wisdom saving throw. On a failed save, the target is Charmed by the chosen ally for a number of turns equal to half your proficiency bonus. The target can repeat the saving throw at the start of its turn to end this condition. Additionally, this condition ends prematurely if the chosen ally attacks the Charmed target. Upon reaching 18th Hunter level, the damage becomes 4d6. | ||
* ''' | * '''Darkening'''. By using this option, you imbue your arrow with shadow energy. A creature hit by this arrow takes an extra 2d6 dark damage and must make a Wisdom saving throw. On a failed save, the target becomes unable to see anything beyond 5 feet away until the start of its next turn. Upon reaching 18th Hunter level, the damage becomes 4d6. | ||
* ''' | |||