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===Defiant Dance=== | ===Defiant Dance=== | ||
At 6th level, you have a greater affinity with Navori Blades, increasing your control to up to 2 Blades at a time. Additionally, you can direct your Ki to increase your defensive power, using your reaction and 2 Ki, you make your Blades surround you at high speed, defending you from most attacks. | At 6th level, you have a greater affinity with Navori Blades, increasing your control to up to 2 Blades at a time. Additionally, you can direct your Ki to increase your defensive power, using your reaction when receiving an attack and 3 Ki points, or an action and 2 Ki points, you make your Blades surround you at high speed, defending you from most attacks. | ||
You begin a dance in place, causing you to receive twice your Bodhisattva level in temporary hit points and resistance to all types of damage (except true damage) until the start of your next turn. Half the damage taken (rounded down) during this time is returned in 1 extra attack made when starting your next turn (before any action or movement) in a line up to 10 feet from you. Creatures in this line must make a Dexterity saving throw DC equal to their Ki save DC, taking all the damage on a failure and only half on a success. This line increases to 15 feet at 12th level and to 20 feet at 18th level. | |||
===Flawless Duet=== | ===Flawless Duet=== | ||
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*'''''Wild Fire.''''' Choosing the Fire element, you can charge your Elemental Weapon with your ki, causing flames to envelop your weapon. For 1 minute, your attacks with your Elemental Weapon deal an additional 1d6 fire damage. Additionally, for every additional 2 Ki spent, your weapon deals an additional 1d6 fire damage. | *'''''Wild Fire.''''' Choosing the Fire element, you can charge your Elemental Weapon with your ki, causing flames to envelop your weapon. For 1 minute, your attacks with your Elemental Weapon deal an additional 1d6 fire damage. Additionally, for every additional 2 Ki spent, your weapon deals an additional 1d6 fire damage. | ||
*'''''Rising Storm.''''' Choosing the Air element, you conjure a hurricane in a line 15 feet from you. The conjured hurricane deals 1d8 slashing damage. Creatures in the hurricane's line must make a Dexterity saving throw, on a failed save the creatures hit take 1d8 slashing damage and are thrown 10 feet into the air. For every 10 feet you fall, a creature takes 1d6 bashing damage and is knocked prone, unless it can avoid falling damage. For every 2 additional Ki points spent, the hurricane increases its range by 5 feet and deals an additional 1d8 damage. | |||
*''''' | |||
*'''''Cold Shard.''''' Choosing the Ice element, you concentrate to form a shard of ice in front of you, being able to make a ranged attack with a range of 20 feet, dealing 1d8 cold damage and slowing the target's movement by 10 feet until the start of your next turn. Alternatively, you can increase your concentration time to increase the size of the shard, for every 2 additional Ki points spent and each turn without taking any attack actions, your shard deals 3d8 additional damage. | |||
*''''' | |||
*'''''Electrical Voltage.''''' Choosing the Lightning element, you can energize your Elemental Weapon with electricity, being able to perform an attack action with your Elemental Weapon. On hit, this attack deals an additional 1d8 electrical damage, and for every additional 2 Ki spent, this attack deals an additional 1d8 damage. Additionally, whenever you roll initiative, add your Wisdom modifier to the roll. | |||
*''''' | |||
===Hakensai Weapon Improvement=== | |||
At 6th level you imbue your Ki into your Elemental Weapons, granting the following benefits. | |||
*'''''Skillful Strike.''''' When you hit a target with your Elemental Weapon, you can spend 1 Ki point for it to deal additional damage equal to your Martial Arts die of the same type as your chosen element (piercing for zealot, bludgeoning for sentry, fire for doctrinator, slashing for wanderer, ice for arctic and electric for dynamo). You can use this feature only once on each of your turns. | |||
*''''' | |||
*'''''Sharpen Weapon.''''' As a bonus action you can spend up to 3 Ki points to add, while wielding your Elemental Weapon, a bonus to attack and damage rolls. The bonus is equal to the number of Ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on magical weapons that already have bonuses to attack and damage rolls. | |||
*''''' | |||
*'''''Elemental Aptitude.''''' When using elemental Sutras of your element, the Ki cost is reduced by 1 (minimum of 1). If a Sutra costs 1 Ki point but has some improvement with the consumption of 1 additional Ki point, you can choose to use 1 Ki to use that Sutra with this improvement. | |||
*''''' | |||
===Elemental Infusion=== | |||
At 11th level, you improve your elemental capacity, being able to create previously unimaginable effects. The skills described below are channeled through your Elemental Weapon and require the expenditure of 4 Ki points and your bonus action (unless the skill states otherwise). Some abilities may require a saving throw, the DC equals your Ki save DC. | |||
*'''''Vital Steal.''''' By choosing the Water element, you can suck part of an enemy's vital energy. You can target a single enemy within the range of your Elemental Weapon, they must make a Constitution saving throw, if they fail they will receive 2d10 necrotic damage, and you receive healing equal to the damage caused and can apply the Zealot's Style effects. For every additional 3 Ki points spent, you increase the damage of this ability by 1d10. | |||
*''''' | |||
*'''''Wall of Rocks.''''' Choosing the Earth element, you can cast the stone wall spell for 1 hour, without the need for material components and concentration. You can undo this ability at any time. | |||
*''''' | |||
*'''''Flaming Retribution.''''' By choosing the Fire element, if you are not wearing armor, you can manipulate the energy of your spirit to grant you armor made of flames, which grants you resistance to fire damage and freezing for the next minute. Additionally, if an enemy hits you with an unarmed attack, they take 2d8 fire damage. For every 3 additional Ki points spent, you increase the duration of this ability by 1 minute. | |||
*''''' | |||
*'''''Wall of Wind.''''' Choosing the Air element, you can manipulate the wind around you to cast the wall of wind spell without the need for material components, spending 3 Ki points. For every additional 3 Ki points spent, you increase the length of the spell by 10 feet and increase the height of the spell by 5 feet. | |||
*''''' | |||
*'''''Glacial Lethargy.''''' By choosing the Ice element, you can lower the temperature around a creature within a distance of up to 5* your Wisdom modifier, causing it to make a Saving Throw of Constitution, if it fails, its movement will be reduced by 20 feet for the next minute, and the save can be repeated at the end of each of the creature's turns. For every 3 additional Ki points you spend, you can affect one additional creature up to a number equal to your Wisdom modifier. | |||
*''''' | |||
*'''''Shining Current.''''' Choosing the Lightning element, you can energize your attacks with your elemental weapon with an electrical current, attacks made with this weapon for the next minute take an additional 2d8 electrical damage. For every 3 additional Ki points spent, you increase the damage of this ability by 1d8. | |||
*''''' | |||
===Elements Strength=== | |||
{| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; margin: auto; float:right; | {| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; margin: auto; float:right; | ||
|- style="font-weight:bold; text-align:center;" | |- style="font-weight:bold; text-align:center;" | ||
! colspan="2" | | ! colspan="2" | Elements Strength | ||
|- style="font-weight:bold;" | |- style="font-weight:bold;" | ||
| | | Element | ||
| | | Damage Type | ||
|- style="vertical-align:middle; background-color:#d9d2e9;" | |- style="vertical-align:middle; background-color:#d9d2e9;" | ||
| | | Water | ||
| | | Intoxicating | ||
|- style="vertical-align:middle;" | |- style="vertical-align:middle;" | ||
| | | Earth | ||
| | | Vibrational | ||
|- style="vertical-align:middle; background-color:#d9d2e9;" | |- style="vertical-align:middle; background-color:#d9d2e9;" | ||
| | | Fire | ||
| | | Incinerating | ||
|- style="vertical-align:middle;" | |- style="vertical-align:middle;" | ||
| | | Air | ||
| | | Antimonic | ||
|- style="vertical-align:middle; background-color:#d9d2e9;" | |- style="vertical-align:middle; background-color:#d9d2e9;" | ||
| | | Ice | ||
| Glacial | | Glacial | ||
|- style="vertical-align:middle;" | |- style="vertical-align:middle;" | ||
| | | Lightning | ||
| | | Plasma | ||
|} | |} | ||
Starting at 15th level, you gain resistance to elemental damage of the type dealt by your Elemental Weapon. If you use the Ki Tempering Sutra to give your weapon magical damage, for the duration of the Sutra, you become resistant to the same type of magical damage. | |||
===One with the Elements=== | |||
=== | |||
At level 17, you can channel absurd amounts of energy from your element through your Elemental Weapon. Some abilities may require a saving throw, the DC equals your Ki save DC. Using your action and 5 Ki points, you can use your element's ability described below. | |||
*'''''Liquid Effigy.''''' By choosing the Water element, you can transform into a liquid form for 1 hour, along with everything you are wearing and carrying. This ability ends prematurely if you drop to 0 health. While in this form, you can enter and occupy another creature's space, you have resistance to nonmagical damage and have advantage on Strength, Dexterity, and Constitution saving throws, and you can pass through small holes, narrow openings, and even, mere cracks. While in liquid form, you cannot attack, cast spells, speak, or manipulate objects, and any objects you were carrying or holding cannot be dropped, used, or otherwise interacted with. You can end this ability at any time. | |||
*''''' | |||
*'''''Heart of Stone.''''' Choosing the Earth element, you can amplify your layer of protective rocks, spending your bonus action and 3 Ki points, granting you resistance to all physical damage for the next minute. For every 3 additional Ki points spent, you increase the duration of this ability by 1 minute. | |||
*''''' | |||
*'''''Flash of Flame.''''' Choosing the Fire element, you can plant your weapon in the ground at your feet to conjure a pillar of flame in a cylinder 10 feet in radius and 40 feet in height. within 30 feet of you. Creatures in the area of this pillar must make a Dexterity saving throw, on a fail they take 5d8 fire damage, and on a success they take only half the damage. | |||
*''''' | |||
*'''''Steel Storm.''''' Choosing the Air element, when hitting creatures with your Rising Storm ability, you can use your bonus action and 5 Ki points to advance to one of the creatures in the air to target it inflicting 3 extra attacks with your Elemental Weapon. | |||
*''''' | |||
*'''''Ice Sarcophagus.''''' By choosing the Ice element, you can lower the temperature of the entire environment around you. Creatures within 20 feet of you, including you, must make a Constitution saving throw; on a failure, its movement drops by 10 feet for 1 minute. Additionally, you can choose up to 5 enemies and force them to perform another Constitution saving throw, on a failure these enemies take 3d8 glacial damage and are petrified in Ice for 1 hour, upon doing so you receive a point of exhaustion. You can use your bonus action to unfreeze an enemy. | |||
*''''' | |||
*'''''Electric Storm.''''' Choosing the Lightning element, you conjure an electrical blast from your Elemental Weapon, creatures within 15 feet of you must make a Dexterity saving throw, on a failure They take 3d8 plasma damage and only half as much on a success. If a creature is wearing metallic armor, it will have disadvantage on the saving throw and will take double the damage. On a success, the creature hit takes half damage. | |||
*''''' | |||
===Elemental Fullness=== | |||
Upon reaching 20th level, you become immune to the damage type of your element according to the Strength of the Elements table. Additionally whenever a target is immune to your elemental damage type, your attacks ignore that immunity and are treated as just resistance. | |||
==Doctrine of the Shinobi Way== | |||
Especially in Ionia there are warriors who deal with unorthodox wars such as the balance between the material world and the spiritual world, espionage, sabotage, infiltration among other functions, the Shinobi. The organizations to which Shinobi belong can be extremely varied, but the most well-known and traditional is the Kinkou Order, which, although it has the majority of Shinobi, is not made up only of them. | |||
===Orders=== | |||
It is possible that there are numerous orders spread across Runeterra, but the two presented here are the only ones known to date: | |||
<div style="margin-left:20px;"> | <div style="margin-left:20px;"> | ||
==== | ====Kinkou Order==== | ||
The order of Kinkou was founded a few centuries ago, at a time when spirits were out of control and humans could not understand the reason for this unrest. | |||
====Order of Shadows==== | |||
= | The Order of Shadows was by Zed as a derivation of the Order of Kinkou. The Order of Shadows is more focused on the political structures of Ionia and protecting the material world. </div> | ||
</div> | |||
===Neio and Neiyar=== | |||
===Neio | The first training of this doctrine that will accompany you throughout your journey is the double principle of Neio and Neiyar, through which Shinobi teach Meditative experience (Neio) and Combat Practice (Neiyar). With this teaching, you learn to become a master of self-control and your weapon as you dedicate yourself to the teachings of this class. With each new lesson from Neio and Neiyar, the Shinobi receives two characteristics, each linked to one of the principles. | ||
<div style="margin-left:20px;"> | <div style="margin-left:20px;"> | ||
*'''Neio.''' | *'''Neio.''' The principle of Neio understands how to use your own natural energy to focus your concentration when performing tasks. You are able to add half your Wisdom modifier to any roll made a number of times equal to your proficiency bonus per full rest. You must announce this addition before rolling. The value of this bonus increases to your Wisdom modifier at 9th Bodhisattva level, and at 15th Bodhisattva level you can add this bonus to a roll already made but before knowing whether it was successful or not. | ||
*'''Neiyar.''' The principle of Neiyar studies how to improve combat, enhancing the synergy of the body's own energy with the form of a weapon. Choose a Bodhisattva weapon with which you are proficient so that it becomes your primary focus of Neio and Neiyar, using that weapon's maximum accuracy and lethality, your attacks with that weapon deal 1 additional die of damage (a weapon that deals 2d6 , now deals 3d6). | |||
*'''Neiyar.''' | |||
Upon achieving weapon mastery, you can set an additional focus of your Neiyar at Bodhisattva levels 9 and 15. | |||
</div> | </div> | ||
===School=== | |||
At level 3, you must choose a Shinobi school. Each order teaches certain schools, for example, although you can learn about virtually all schools in the Order of Shadows, some schools are not taught within the Order of Kinkou. This school grants you some characteristics and gives you access to Sutras exclusive to that school. When you choose your school, you receive a Sutra from it. | |||
*Traditional Schools | |||
* | |||
**Spiritual School | |||
** | |||
**School of Protection | |||
** | |||
**Twilight School | |||
** | |||
*Dark Schools | |||
* | |||
**Obscure School | |||
** | |||
**Umbral School | |||
** | |||
**Noctigen School | |||
** | |||
===Improved Edge=== | |||
=== | |||
At 6th level, the critical range of your Neiyar focus weapon is reduced by 1. Additionally, you gain access to a Shinobi or School Sutra. | |||
===Irregular Movement=== | |||
Starting at level 11, a creature's first successful attack against you has its damage reduced by an amount equal to your Proficiency bonus. This effect only happens once per round. Additionally, you receive access to a new School and a Shinobi Sutra or one of your Schools. | |||
===Bodily Fullness=== | |||
At level 15, the natural protection of spiritual energy emanations gives your body exceptional resistance. With a reaction to taking damage (except true damage), you can receive resistance to the same type of damage until the end of the next round. You can do this a number of times equal to half your full rest proficiency bonus. Additionally, your attacks with a Neiyar focus weapon have their critical multiplier increased by 1. | |||
===Observer=== | |||
At level 17, you are able to accurately observe enemy attacks and find more effective ways to defend yourself or counterattack. During combat, when you are targeted by an attack, ability, sutra, or spell, a second time, if the first is successful, you may add half of your Wisdom modifier to your AC or to the necessary saving throw against that attack. You are able to maintain this bonus until the end of combat. Additionally, once per round, when an enemy makes a melee attack against you and misses, you can make an attack of opportunity against the target. You receive access to a Shinobi Sutra or one of its Schools. | |||
===Onimusha=== | ===Onimusha=== | ||
When you reach 20th level you become a different creature, permeated by physical manifestations of your ki and your sutras. You receive +2 in Strength, Dexterity and Wisdom up to a limit of 24. Additionally, the sutras used by you have their cost reduced by 1 (a sutra cannot have its cost reduced to 0 in this way). You receive access to a General Sutra, Bodhisattva, Shinobi or one of their Schools. | |||