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(Criou página com '* '''Akimbo'''. Applies to light firearms, you use one in each of your two hands. You can use a bonus action to Attack with a light firearm. You can perform Astra's ritual on your second weapon, but it only receives half of Astra's proficiency bonus to damage.') |
(Criou página com '====1st Level and Higher Spells Known==== At 3rd level, you learn three 1st-level spells of your choice from the spell lists you have access to.') |
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When you choose this path at 1st level, you also choose a signature style from the following and your starting firearm has capacity increased by 1. Your Astra should always be your signature style weapon: | When you choose this path at 1st level, you also choose a signature style from the following and your starting firearm has capacity increased by 1. Your Astra should always be your signature style weapon: | ||
*'''''Light'''''. When you choose this style, your spell DC increases by an amount equal to your Dexterity modifier. | |||
*''''' | *'''''Averages'''''. When you choose this style, your spells that affect an area receive an additional 5 feet. This bonus increases to 10 feet at 7th level Marksman and to 15 at 14th level Marksman. | ||
*''''' | *'''''Long'''''. When you choose this style, your spells gain additional range equal to 5 x your proficiency bonus in feet (this does not affect personal range or touch spells). | ||
*''''' | *'''''Cannons'''''. When you choose this style, your spells that deal damage receive your proficiency bonus + your Wisdom modifier for additional damage. | ||
*''''' | |||
===Conjuração=== | ===Conjuração=== | ||
{| class="wikitable" style="text-align:center; vertical-align:middle; margin: auto auto 10px 10px; float:right; background-color:#F8F9FA;" | {| class="wikitable" style="text-align:center; vertical-align:middle; margin: auto auto 10px 10px; float:right; background-color:#F8F9FA;" | ||
|- style="font-weight:bold; background-color:#B4A7D6;" | |- style="font-weight:bold; background-color:#B4A7D6;" | ||
! colspan="5" | | ! colspan="5" | Marksman Spellcaster | ||
|- style="font-weight:bold;" | |- style="font-weight:bold;" | ||
| | | Level | ||
| | | Known<br /> Cantrips | ||
| | | Known<br /> Spells | ||
| | | Mana<br /> Points | ||
| style="background-color:#FFF;" | | | style="background-color:#FFF;" | Maximum<br /> Spell Level | ||
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|} | |} | ||
When you choose this Trail at 1st level, you learn to use runic essence to channel spells. See Chapter 10 for general spellcasting rules and the Marksman spell list. | |||
====Spell Lists==== | |||
==== | You gain access to the Marksman spell list. Through certain Heritages, Enhancements, or even through apprenticeship, you can learn new Spell Mysteries, granting you additional spell lists. | ||
You cannot use another Class's spell list to learn or replace a spell when you level up in that Class. | |||
====Cantrips==== | |||
= | You know two cantrips of your choice from the spell lists you have access to. You learn additional cantrips of your choice from these lists at higher levels, as shown in the Cantrips Known column of the Marksman Spellcaster table. | ||
====Mana==== | ====Mana==== | ||
The Marksman Spellcaster table shows the amount of Mana points you have available to cast your spells. To cast a spell, you must spend an amount of Mana points corresponding to the spell's level as explained in Chapter 10: Magic. You regain your Wisdom modifier in mana points when you complete a long rest and all your Mana points when you complete a full rest. | |||
For example, if you want to cast the 1st level spell ''[[Onda Trovejante/en|thunder wave]]'' you must spend 2 Mana points to cast it, but if you wish to cast it as a higher level spell, instead of 2 points, you must spend an amount of Mana points corresponding to the desired level, such as 3 points to cast it as a 2nd level spell or 5 to cast it at 3rd level. | |||
====1st Level and Higher Spells Known==== | |||
=== | At 3rd level, you learn three 1st-level spells of your choice from the spell lists you have access to. | ||
The Known Spells column in the Marksman Spellcaster table shows when you learn more spells from these lists, of your choice. Each of these spells must be of a level equal to or lower than your Maximum Spell Level, as shown in the table. For example, when you reach 8th level in this Class, you can learn a new 1st- or 2nd-level spell. | |||
Additionally, when you gain a level in this Class, you can choose a spell you know and replace it with another spell from a spell list you have access to, which must also be equal to or less than your Maximum Spell Level. | |||
====Spellcasting Attribute==== | |||
= | Wisdom is your attribute for casting Marksman spells, as your magic comes from your attunement to your runic power. You use your Wisdom whenever a spell refers to your spellcasting attribute. Additionally, you use your Wisdom modifier to set the saving throw DC for the Marksman spells you cast and when you make an attack roll with a spell. | ||
<div style='text-align: center;'>'''''DC for your spells''''' = 8 + your proficiency bonus + your Wisdom modifier</div> | |||
<div style='text-align: center;'>''''' | <div style='text-align: center;'>'''''Spell Attack Modifier''''' = your proficiency bonus + your Wisdom modifier</div> | ||
<div style='text-align: center;'>''''' | |||
</div> | |||
====Spellcasting Focus==== | |||
= | You can use your Astra as a focus for casting your Marksman spells. | ||
=== Enchant Ammo === | |||
=== | |||
Starting at 3rd level, you become able to enchant your ammunition with your spells. To enchant an ammunition, you must cast the spell as you normally would, however, instead of the spell's effect being performed, the magic is channeled into the ammunition. You can only enchant ammunition with spells that deal damage. | |||
An ammunition remains enchanted for 48 hours, until used or if it is 320 feet away from you for 8 hours. You always know which ammunition is enchanted and which spell is in it, as well as how long it lasts. This enchanted ammunition only works when fired by you through your Astra, if it is used by another person or another weapon, it acts like normal ammunition and loses its enchantment. | |||
If you hit a creature with enchanted ammunition, it will receive normal damage from your weapon in addition to the effects of the magic present in the ammunition. If the spell in the ammunition requires a saving throw, the creature hit by the attack must do so with disadvantage, in addition, if the spell has an area effect, the area affected by the spell is centered on the creature hit by your attack. The maximum level of magic you can use to enchant ammunition and your enchanted ammunition limit depends on your level as a Marksman. | |||
* ''' 3rd level.''' You can enchant up to 2 rounds of ammunition with Cantrips. | |||
* ''' | * ''' 8th level.''' You can enchant up to 2 pieces of ammunition with 1st level spells, in addition to the previous pieces of ammunition. | ||
* ''' | * ''' 13th level.''' You can enchant up to 2 pieces of ammunition with 2nd level spells, in addition to the previous pieces of ammunition. | ||
* ''' | * ''' 19th level.''' You can enchant up to 1 ammunition with 3rd-level spells, in addition to the previous ammunition. | ||
* ''' | |||
=== Runic Shooter === | |||
=== | |||
Upon reaching 6th level, you become able to shape arcane energies through your Astra using your magical energy. At the start of your turn, you can perform one effect from the list below: | |||
* '''''Chanel.'''''When performing an Attack action with your Astra, you can spend 1 Bravery point to cast the Trick ''[[Rajada Mística/en|eldritch blast]]'' along with the attack. For each ray created by the spell beyond the 1st, you can direct it to the same target without the need for a new Attack roll, however, each additional ray has its damage reduced to 1d6. | |||
* ''''' | |||
* '''''Elemental'''''. By spending 1 Mana point, until the start of your next turn, all your attacks made with your Astra now cause elemental damage. You must choose the type of damage caused according to an element you have access to. Additionally, at 11th level Marksman, this damage becomes magical. | |||
* '''''Elemental'''''. | |||
* '''''Recharge'''''. By spending 2 Mana points and 1 Bravery point, you make your Astra automatically charge itself to its maximum capacity with a spectral ammunition. This ammunition lasts for up to 10 minutes inside the weapon, dissipating if removed or 1 round after being fired. | |||
* ''''' | |||
* '''''Revitalization'''''. Using an Attack, you can spend 2 Mana points and 1 Bravery point to create healing ammunition in your Astra. When a creature is hit by one of these munitions, it takes no damage, but rather recovers 3d8 + your Wisdom modifier in hit points. When warned, an ally may voluntarily be shot by this ammunition, causing their AC to be considered 10 for you. For each additional point of Mana, the target regains 1d8 additional hit points. | |||
* ''''' | |||
* '''''Lead Rain'''''. When you cast a spell that deals damage in an area, you can spend 2 additional mana points and 4 Bravery points to channel the spell through your Astra. When you do this, targets hit by the spell also receive damage from your Astra. | |||
* ''''' | |||
Additionally, you can enchant additional ammunition with Cantrips, using your Enchant Ammunition class feature, in a number equal to your Wisdom modifier per long rest. | |||
=== Ethereal Control === | |||
=== | |||
Once you reach 10th level, noticing the lines of magic becomes commonplace for you. You can cast the spells ''[[Identificar/en|identify]]'', ''[[Invisibilidade/en|invisibility]]'', ''[[Ver o Invisível/en|see invisibility]]'' and ''[[Visão no Escuro/en|darkvision]]'' using 1 Bravery point instead of mana points. | |||
=== Runic Trigger === | |||
=== | |||
Once you reach 13th level, channeling your runic essence through your astra is commonplace. Choose a 1st-level spell you know, you can use that spell as a bonus action. | |||
=== Runic Mark === | |||
=== | |||
At 17th level, the spell's lines can be modified slightly by your ability. You can use a bonus action to cast an invisible mark on a creature you can see, this mark lasts until the creature is reduced to 0 hit points or until you use a bonus action to remove it, only one creature can be marked at a time. If you can no longer see the creature, this mark is undone. While the creature has this mark, your magic attacks made against it are made with advantage. You can do this once per long rest, and when you reach 19th level, you can spend 2 Bravery points for additional uses. | |||
=== Infusion Master === | |||
=== | |||
Once you reach 20th level, imbuing magic into your Astra becomes as natural as firing it. Choose a 2nd level damage spell that you know, you must mark a runic glyph on your Astra. When making an attack with your Astra, you can spend 1 Bravery point and cast the spell without spending mana points. You can exchange this glyph once per long rest spending 1 hour of work. | |||
== Vanator Trail == | |||
The Vanator is an expert in terrain or distance, his styles reflect this, a marksman who knows how to take advantage of the distance between him and his opponents or has knowledge of the terrain and how to use his weapon to gain advantages in combat. | |||
=== Vanator Style === | |||
When you choose this trail at 1st level, you also choose a signature style from the following and your starting firearm has capacity increased by 1. Your Astra should always be your signature style weapon: | |||
* '''Long Weapons'''. Applies to long firearms. When using a long weapon, your normal range and maximum range increase by 50% and attacks made within your normal range have a bonus equal to half your proficiency bonus on your Attack rolls. | |||
* ''' | |||
* '''Cannons'''. Applies to cannon category firearms. The Strength value of these weapons is reduced by an amount equal to half your proficiency bonus and the explosive area may increase by 5 feet for you. | |||
* ''' | |||
=== Fast Shot === | |||
=== | |||
At 1st level, your aim and trigger act in harmony. When you or an ally within 20 feet of you are targeted by an attack from a creature within your weapon's normal range that is at least 20 feet from you, you can use your reaction to make an attack against that creature. | |||
=== In Sight === | |||
=== | |||
When you reach the 3rd level of this Path, your perception of combat is more refined. By spendiverng 1 Bray point, you can mark a target you can see, a mark that lasts until the end of combat or if you mark another target. You gain a +2 bonus to your attack and damage rolls against the marked target. | |||
If your style is Long Weapons, when you successively hit an enemy twice with your Astra, your next attack adds your proficiency bonus + your Dexterity modifier to the damage. Additionally, once you reach level 10, you must only hit the enemy once before this bonus takes effect. | |||
If your style is Cannons, you are able to control the explosion area of your Astras, reducing the chances of hitting allies. Creatures you choose in the blast area make the blast save with advantage and add a bonus equal to your Wisdom modifier to the roll. At level 6, this bonus is doubled and at level 12 it is quadrupled. On a success, they take no damage and on a failure, they only take half damage. | |||
=== Sharp Eyes === | |||
=== | |||
When you reach level 6, your eyes are trained enough to look for certain signs. You gain proficiency in Investigation and Perception, if you already have proficiency in one of these skills, you gain specialty instead. Additionally, your attacks with your Astra now ignore half cover. | |||
=== Master of Conditions === | |||
=== | |||
At 10th level, making the most of your situations and conditions is routine. You receive an upgrade based on your style: | |||
* '''Long Weapons'''. Using your Astra, when you score a critical hit or reduce a target's hit points to 0, you can surpass that target. You must make a new attack with disadvantage, against a target that is behind that target, in a straight line from you within range of your weapon, without having to expend new ammunition to do so. You can make this additional attack a number of times equal to your long rest proficiency bonus. | |||
* ''' | |||
* '''Cannons'''. When you land an attack with the cannon, the range of the explosion can increase by 5 feet and the CD for the explosion increases by a value equal to your Wisdom modifier. | |||
* ''' | |||
=== Acrobatic Dodge === | |||
=== | |||
When you reach 13th level, you can perform an impressive acrobatic move to get out of your opponent's zone. You can now use the Disengage action using a bonus action. When you do this, you can make an Acrobatics check to make an attack against a target that you have left the attack area. If the test exceeds the target's AC, you make an attack against that target, if the roll is lower, you miss the shot, using up ammunition normally. | |||
=== Master of Opportunity === | |||
=== | |||
Once you reach level 17, doing the most with little becomes routine for you. You have a new enhancement to your style: | |||
* '''Long Weapons'''. When executing a Runic Shot, if the target fails the save, you restore the spent Bravery point. If the attack is a critical attack, the target is also Stunned until the start of its next turn. | |||
* ''' | |||
* '''Cannons'''. Moving out of an opponent's reach no longer causes attacks of opportunity. Additionally, when you fail a saving throw, you can spend Bravery points to cover the necessary difference and force a success. | |||
* ''' | |||
=== Reaper === | |||
=== | |||
Upon reaching 20th level, your shots are contracts signed by death. You receive the biggest enhancement to your combat style: | |||
* '''Long Weapons'''. When you hit an opponent with 100 health points or less, you can spend your Bravery points to deal a fatal blow. The target must succeed on a DC 8 Constitution saving throw + your proficiency bonus + your Wisdom modifier + the valor points spent. On a failure, the target dies. If successful, the target takes damage normally. If the target dies, you do not recover Shooter's Bravery, either by confirming a critical hit or dealing a fatal hit. | |||
* ''' | |||
* '''Cannons'''. When you hit a target with a style weapon, you receive a damage bonus equal to your Marksman level. You can use this bonus on only one attack per round. | |||
* ''' | |||