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(Criou página com 'You gain access to the spelss from mysteries you possess, and additionally, as you level up in this class, your maximum spell level increases, when you do, you gain one new spell known of a maximum level equal to your new maximum spell level. Upon reaching 6th level, you can cast 3rd-level spells, 4th-level spells at 8th, 5th-level spells at 10th, 6th-level spells at 12th, 7th-level spells at 14th, 8th-level spells at 16th, and from 9th level to 18th.') |
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<languages/> | <languages/> | ||
<div id="mp-banner" class="MainPageBG mp-bordered" style="float: center; text-align: center"> | <div id="mp-banner" class="MainPageBG mp-bordered" style="float: center; text-align: center"> | ||
This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG] | |||
</div> | </div> | ||
[[Categoria:0.94]] | [[Categoria:0.94]] | ||
<blockquote> | <blockquote> | ||
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You can build a Shaman quickly by following these suggestions. First, your highest ability score should be Wisdom, followed by Constitution. Second, choose the Wanderer or Outsider past. | You can build a Shaman quickly by following these suggestions. First, your highest ability score should be Wisdom, followed by Constitution. Second, choose the Wanderer or Outsider past. | ||
{| class="wikitable" style="width:75%; margin:10px auto; text-align:center; vertical-align:middle; background-color:#F8F9FA;" | {| class="wikitable" style="width:75%; margin:10px auto; text-align:center; vertical-align:middle; background-color:#F8F9FA;" | ||
|- style="font-weight:bold; background-color:#B4A7D6;" | |- style="font-weight:bold; background-color:#B4A7D6;" | ||
! colspan="7" | | ! colspan="7" | The Shaman | ||
|- style="font-weight:bold;" | |- style="font-weight:bold;" | ||
| | | Level | ||
| style="text-align:left; min-width:210px;" | Características | | style="text-align:left; min-width:210px;" | Características | ||
| | | Known Cantrips | ||
| | | Spells Known | ||
| | | Maximum Spell Level | ||
| | | Ki Points | ||
| Vel | | Vel | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 1 | | 1 | ||
| style="text-align:left;" | | | style="text-align:left;" | Spellcasting, Totem, Call | ||
| 2 | | 2 | ||
| - | | - | ||
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|- | |- | ||
| 2 | | 2 | ||
| style="text-align:left;" | | | style="text-align:left;" | Spiritual Allies | ||
| 2 | | 2 | ||
| 3 | | 3 | ||
Linha 70: | Linha 67: | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 3 | | 3 | ||
| style="text-align:left;" | | | style="text-align:left;" | Call Feature | ||
| 3 | | 3 | ||
| 4 | | 4 | ||
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|- | |- | ||
| 4 | | 4 | ||
| style="text-align:left;" | | | style="text-align:left;" | Enhancement, Ethereal Barrier | ||
| 3 | | 3 | ||
| 5 | | 5 | ||
Linha 86: | Linha 83: | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 5 | | 5 | ||
| style="text-align:left;" | | | style="text-align:left;" | Extra Attack | ||
| 3 | | 3 | ||
| 6 | | 6 | ||
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|- | |- | ||
| 6 | | 6 | ||
| style="text-align:left;" | | | style="text-align:left;" | Call Feature | ||
| 3 | | 3 | ||
| 6 | | 6 | ||
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|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 7 | | 7 | ||
| style="text-align:left;" | | | style="text-align:left;" | Spirit Channeling | ||
| 4 | | 4 | ||
| 7 | | 7 | ||
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|- | |- | ||
| 8 | | 8 | ||
| style="text-align:left;" | | | style="text-align:left;" | Enhancement | ||
| 4 | | 4 | ||
| 8 | | 8 | ||
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|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 9 | | 9 | ||
| style="text-align:left;" | | | style="text-align:left;" | Evasion | ||
| 4 | | 4 | ||
| 9 | | 9 | ||
Linha 134: | Linha 131: | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 11 | | 11 | ||
| style="text-align:left;" | | | style="text-align:left;" | Call Feature | ||
| 4 | | 4 | ||
| 10 | | 10 | ||
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|- | |- | ||
| 12 | | 12 | ||
| style="text-align:left;" | | | style="text-align:left;" | Enhancement | ||
| 4 | | 4 | ||
| 10 | | 10 | ||
Linha 150: | Linha 147: | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 13 | | 13 | ||
| style="text-align:left;" | | | style="text-align:left;" | Feral Unity | ||
| 5 | | 5 | ||
| 11 | | 11 | ||
Linha 158: | Linha 155: | ||
|- | |- | ||
| 14 | | 14 | ||
| style="text-align:left;" | | | style="text-align:left;" | Spiritual Fullness | ||
| 5 | | 5 | ||
| 12 | | 12 | ||
Linha 166: | Linha 163: | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 15 | | 15 | ||
| style="text-align:left;" | | | style="text-align:left;" | Call Feature | ||
| 5 | | 5 | ||
| 12 | | 12 | ||
Linha 174: | Linha 171: | ||
|- | |- | ||
| 16 | | 16 | ||
| style="text-align:left;" | | | style="text-align:left;" | Enhancement | ||
| 5 | | 5 | ||
| 13 | | 13 | ||
Linha 182: | Linha 179: | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 17 | | 17 | ||
| style="text-align:left;" | | | style="text-align:left;" | Call Feature | ||
| 5 | | 5 | ||
| 14 | | 14 | ||
Linha 198: | Linha 195: | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 19 | | 19 | ||
| style="text-align:left;" | | | style="text-align:left;" | Enhancement | ||
| 5 | | 5 | ||
| 15 | | 15 | ||
Linha 206: | Linha 203: | ||
|- | |- | ||
| 20 | | 20 | ||
| style="text-align:left;" | | | style="text-align:left;" | Call Feature | ||
| 5 | | 5 | ||
| 16 | | 16 | ||
Linha 213: | Linha 210: | ||
| 10 | | 10 | ||
|} | |} | ||
= Class Features = | = Class Features = | ||
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The Vel-Sutras, or simply Vel, are applied forms of additional Sutras that are assimilated by the body and spirit of the practitioner. Vel level refers to how many Vel “points” it takes to be maintained, in addition they have requirements that must be fulfilled to be used. The "Vel" column refers to the additional ability that can be learned during the campaign, for more information on Vel, see Chapter 5: Customization - Sutras. | The Vel-Sutras, or simply Vel, are applied forms of additional Sutras that are assimilated by the body and spirit of the practitioner. Vel level refers to how many Vel “points” it takes to be maintained, in addition they have requirements that must be fulfilled to be used. The "Vel" column refers to the additional ability that can be learned during the campaign, for more information on Vel, see Chapter 5: Customization - Sutras. | ||
== | ==Calling== | ||
A Shaman's path is formed from his interactions with the Spiritual world. you must choose one of the | A Shaman's path is formed from his interactions with the Spiritual world. you must choose one of the Callings you answered from the Channeler's Calling, Summoner's Calling, or Shapeshifter's Calling. Your calling grants you features at 1st level and again at 3rd, 6th, 11th, 15th, 17th, and 20th level. | ||
==Spiritual Allies== | ==Spiritual Allies== | ||
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At 6th level, drawing on the strength of your spirit allies causes you to gain some additional traits. Choose one of your Spirit Allies to have it receive an enhancement: | At 6th level, drawing on the strength of your spirit allies causes you to gain some additional traits. Choose one of your Spirit Allies to have it receive an enhancement: | ||
*'''''Abidance'''''. When activating the Abidance stance, the temporary hit points gained are | *'''''Abidance'''''. When activating the Abidance stance, the temporary hit points gained are doubled. | ||
*'''''Agility'''''. When activating the Agility stance, you remove 1 level of Exhaustion from yourself. | *'''''Agility'''''. When activating the Agility stance, you remove 1 level of Exhaustion from yourself. | ||
*'''''Dominance'''''. When activating the Dominance Stance, creatures have disadvantage against your Roar. | *'''''Dominance'''''. When activating the Dominance Stance, creatures have disadvantage against your Roar. | ||
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At 6th level, drawing on the strength of your animal spirits causes you to gain some additional traits. Choose one of your Animal Spirits to give it an upgrade: | At 6th level, drawing on the strength of your animal spirits causes you to gain some additional traits. Choose one of your Animal Spirits to give it an upgrade: | ||
*'''''Abidance'''''. When activating the Abidance stance, you regain hit points equal to twice your Wisdom modifier. | |||
*''''' | *'''''Agility'''''. When activating the Agility stance, the next spell you cast ignores up to half cover. | ||
*''''' | *'''''Dominance'''''. When activating the Dominance Stance, creatures that fail the saving throw must use their actions to get away from you as best they can. | ||
*''''' | *'''''Impact'''''. When activating the Impact stance, your next attack has the damage dice increased by one category. | ||
*''''' | *'''''Ferocity'''''. When activating the Ferocity Stance, you can cast a cantrip as part of your next attack action. | ||
*''''' | *'''''Resourcefulness'''''. When activating the Resourcefulness stance, creatures have disadvantage on the Saving Throw of your next spell. | ||
*''''' | |||
===Spectral Lines=== | |||
== | Starting at 11th level, you know secrets that allow you to take spiritual shortcuts by manipulating the spectral lines of magic. You can cast a spell you know of up to one level below your maximum spell level without spending Ki points. You can use this feature a number of times equal to half your proficiency bonus. | ||
===Spiritual Domain=== | |||
At level 15, your self-awareness and your knowledge of the spirit world are matched with your understanding, broadening even to dealing with Great Spirits making forcing the channeling of a Great Spirit less costly for you. On a failed Charisma check, you don't need to use a bonus action, add half your Proficiency bonus to the saving throw to channel this Great Spirit, and reduce the required Ki cost by the same amount. | |||
===Possession=== | |||
At level 17, the various spirits that accompany you protect you from death with the utmost determination, being able to momentarily take over your body to preserve it. When you take damage that would reduce you to 0 hit points, you drop to 1 hit point instead, and until the end of your next turn, all damage you take is reduced to 0, you can't take actions, you regain hit points equal to your Shaman level and gain 1 level of Exhaustion. This effect only triggers once per full rest. | |||
===Spectral Will=== | |||
Upon reaching 20th level, your will has a strength approaching that of the Great Spirits, causing you to be recognized by them. Using an action and 6 Ki points, you summon a powerful spirit capable of granting you one small wish. You can order one of the following options: | |||
* The spirit casts a spell from the Shaman list of up to 6th level; | |||
* | * The spirit summons a non-magical object of up to 5,000 gp. The object cannot be larger than you and disappears after 5 minutes; | ||
* | * The spirit shows you the shortest path to your deepest desire; | ||
* | * The spirit recovers all damage taken in the last round from up to 3 creatures it can see of your choice; | ||
* | * The spirit copies the last action of a creature of your choice to a target or area you designate. | ||
* | |||
Additionally, if a creature that was the target of a spell you cast in the past 3 rounds is reduced to 0 hit points, you regain 1 Ki point. If you did, you regain the Ki points you spent on your last cast. | |||
==Shapeshifter's Calling== | |||
Existence is a permanent state of change and transition. The only constant is that there isn't a constant, as everything changes all the time. This is the spiritual truth that resonated in your life in the form of a Call, knowing the forms and transcending them through the manipulation of spiritual energy. | |||
===Metamorphic Spirit=== | |||
=== | |||
By choosing this calling at 1st level, your initiation as a shapeshifter leads you to understand how to utilize the impermanence of forms. You receive the following features: | |||
*'''''Communion.''''' You learn the Sylvan language and become a friendly figure to all beasts that see you, and you can convince them to help you as you would any other NPC. You gain proficiency with Animal Handling and Survival. | |||
*''''' | |||
*'''''Proprioception.''''' Wearing armor helps you to regain your original form, not diluting your identity in the midst of metamorphoses. You gain proficiency with light and medium armor, bucklers, and light shields. | |||
*''''' | |||
*'''''Shapeshifter.''''' You can manipulate spirit energy to alter your body as specified in Wild Shape. | |||
*''''' | |||
===Wild Shape=== | |||
{| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; margin: auto auto 10px 10px; float:right;" | {| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; margin: auto auto 10px 10px; float:right;" | ||
|- style="font-weight:bold; background-color:#B4A7D6;" | |- style="font-weight:bold; background-color:#B4A7D6;" | ||
! colspan="4" | | ! colspan="4" | Beast Forms | ||
|- style="font-weight:bold;" | |- style="font-weight:bold;" | ||
| | | Level | ||
| | | Max. CD | ||
| style="text-align:left;" | | | style="text-align:left;" | Limitations | ||
| | | Example | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| | | 1st | ||
| 1/2 | | 1/2 | ||
| style="text-align:left;" | | | style="text-align:left;" | Without flying nor swimming<br />speed | ||
| | | Dire Wolf | ||
|- | |- | ||
| | | 5th | ||
| 3 | | 3 | ||
| style="text-align:left;" | | | style="text-align:left;" | Without flying speed | ||
| | | Crocodile | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| | | 9th | ||
| 6 | | 6 | ||
| style="text-align:left;" | - | | style="text-align:left;" | - | ||
| | | Giant Eagle | ||
|- | |- | ||
| | | 13th | ||
| 9 | | 9 | ||
| style="text-align:left;" | - | | style="text-align:left;" | - | ||
| | | Wildclaw | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| | | 17th | ||
| 12 | | 12 | ||
| style="text-align:left;" | - | | 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. | |||
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. | |||
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. | |||
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. | |||
* | |||
* 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. | |||
* | |||
* 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 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=== | |||
== | At 3rd level, you learn to use the beast's tactics more effectively. Your attacks that deal slashing damage now deal 1d4 bleeding. This value increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 15th level. | ||
===Spirit Allies Enhancement=== | |||
At 6th level, drawing on the strength of your spirit allies causes you to gain some additional traits. Choose one of your Spirit Allies to have it receive an enhancement: | |||
*'''''Abidance'''''. When activating the stance of Abidance, for the duration, you can breathe air and water. | |||
*''''' | *'''''Agility'''''. When activating the Agility stance, for the duration, you do not provoke attacks of opportunity. | ||
*''''' | *'''''Dominance'''''. When activating the Dominance Stance, for the duration, you have advantage on attack rolls against a target if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated. | ||
*''''' | *'''''Impact'''''. When activating the Impact stance, for the duration, your size category increases by 1 under the effect of the enlarge/reduce spell without concentration. | ||
*''''' | *'''''Ferocity'''''. When activating the Ferocity stance, for the duration, your attacks that deal slashing damage deal 1 point of Bleeding. | ||
*''''' | *'''''Resourcefulness'''''. When activating the Resourcefulness stance, for the duration, you gain 20 feet of climbing speed and half your Proficiency bonus as Damage Reduction. | ||
*''''' | |||
In addition, while in Wild Shape, you can cast spells normally, ignoring any verbal and somatic components. | |||
===Spiritual Irradiation=== | |||
At 11th level, the amount of spirit energy you channel is so great that you are able to radiate it to your allies. As an action, you can radiate an aura of spirit energy within 20 feet of you. You and allies in that aura gain the following benefits for the next minute: | |||
* When targeted by an attack, you can use your reaction to take on an intangible form until the start of your next turn, becoming able to pass through solid objects, and can't be targeted by an attack or be under the effect of the area of one. | |||
* | * When using an Attack action, you can make 1 single additional attack this turn. | ||
* | * As a bonus action, you can teleport to the Spirit Realm, returning at the start of your next turn to the space you were in or the nearest unoccupied space. | ||
* | * Your melee attacks have their critical range reduced by 1. | ||
* | |||
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest. | |||
===A Thousand Forms=== | |||
=== | |||
At 15th level, you learn to channel spirits to alter your physical form in more subtle ways. You learn the ''[[Alterar-se/en|alter self]]'' spell, it doesn't count towards the maximum spells you know, and you can cast it without spending Ki points. Additionally, you have advantage on any Saving Throw that attempts to change your form without your consent. | |||
===Planar Stability=== | |||
== | Starting at 17th level, you achieve full balance with spiritual energy and your understanding. You learn the''[[Aumentar/_Reduzir/en|Enlarge/Reduce]]'' spell, it doesn't count towards the maximum spells you know, and you can cast it on yourself without spending Ki points anumber of times equal to your Wisdom modifier (minimum of 1) per full rest. While maintaining this spell's concentration this way, you can cast the spell ''[[Alterar-se/en|alter self]]'' and share the concentrations. By doingg this, when you make a Constitution saving throw to maintain concentration on those spells and fail, both spell end. | ||
Additionally, if you are engaged in combat against creatures that are outside their native Realm, you have advantage on your attacks against those creatures and regain 1 Ki point and 1d8 hit points when you hit them with an attack. You also cannot be surprised by these creatures. | |||
In addition, you add your Wisdom modifier to the damage of your attacks and spells against creatures not native to the Material Realm. | |||
===Unstoppable=== | |||
At 20th level, spiritual energy flows directly through you, granting you an unparalleled ability to shift forms. You can cast the ''[[Metamorfose/en|metamorphosis]]'' spell without spending Ki points a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When you cast this spell this way, the DC to resist this spell's effects increases by +2, and if you have to make a saving throw to maintain concentration, you can add your Wisdom modifier to the roll. | |||
Additionally, you can use your Wild Shape an unlimited number of times. | |||
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