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(Criou página com ''''Resourcefulness'''. The Resourcefulness posture grants versatility and creativity to solve problems. Related animals: Monkey, Spider *'''''Continuous''''': Proficiency in Athletics (if you already have proficiency, you have an advantage in tests with this skill). *'''''Temporary''''': When activating the Resourcefulness stance, your next unarmed attack, if successful, has its damage dice increased by 1 category. *'''''Persistent''''': Your climbing speed becomes 30 fe...')
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This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG]
This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG]
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[[Arquivo:{{#setmainimage:Classes-xama-udyr.png}}|centro]]
{{#description2:Shamans connect with Great Spirits by becoming an extension of their will in exchange for benefits, while others negotiate with several of these entities in pursuit of their individual goals.}}
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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.


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| Level
| Level
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| style="text-align:left; min-width:210px;" | Characteristics
| Known Cantrips
| Known Cantrips
| Spells Known
| Spells Known
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| 10
| 10
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= Class Features =
= Class Features =
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Using a bonus action and 1 Ki point, you can enter a stance you possess. Each stance has three effects, a Continuous effect, which you receive when activating the stance and remains until you abandon or activate another, a Temporary effect with the duration described on the skill, and a persistent effect that lasts for 1 minute and does not stack with itself if the stance is activated again for the duration of the persistent effect.
Using a bonus action and 1 Ki point, you can enter a stance you possess. Each stance has three effects, a Continuous effect, which you receive when activating the stance and remains until you abandon or activate another, a Temporary effect with the duration described on the skill, and a persistent effect that lasts for 1 minute and does not stack with itself if the stance is activated again for the duration of the persistent effect.


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Each stance can be taught by several spirits, with each of them having some more common spirits to teach in their description.
Cada postura pode ser ensinada por diversos espíritos, com cada uma delas tendo alguns espíritos mais comuns a ensinar em sua descrição.
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'''Permanence'''. The posture of permanence gives the Shaman solidity to preserve his existence. Related animals: Turtle, Wild Boar.
'''Permanence'''. The posture of permanence gives the Shaman solidity to preserve his existence. Related animals: Turtle, Wild Boar.
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*'''''Shapeshifter.''''' You can manipulate spirit energy to alter your body as specified in Wild Shape.
*'''''Shapeshifter.''''' You can manipulate spirit energy to alter your body as specified in Wild Shape.


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===Feral Form===
===Wild Shape===
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! colspan="3" | Feral Form
! colspan="4" | Beast Forms
|- style="font-weight:bold;"
|- style="font-weight:bold;"
| Level
| style="text-align:center;" | Level
| Max. CD
| Form
| style="text-align:left;" | Limitations
| Aspect
| Example
|- style="background-color:#D9D2E9;"
|- style="background-color:#d9d2e9;"
| style="text-align:center;" | 1
| 1st
| Terrestrial Form
| 1/2
| 1
| style="text-align:left;" | Without flying nor swimming<br />speed
| Dire Wolf
|-
|-
| 5th
| style="text-align:center;" | 5
| 3
| Aquatic Form
| style="text-align:left;" | Without flying speed
| 2 - 1
| Crocodile
|- style="background-color:#D9D2E9;"
|- style="background-color:#d9d2e9;"
| style="text-align:center;" | 9
| 9th
| Flying Form
| 6
| 2 - 2 -1
| style="text-align:left;" | -
| Giant Eagle
|-
|-
| 13th
| style="text-align:center;" | 13
| 9
| Hibrid Form
| style="text-align:left;" | -
| 2 - 2 - 2
| Wildclaw
|- style="background-color:#D9D2E9;"
|- style="background-color:#d9d2e9;"
| style="text-align:center;" | 17
| 17th
| Superior Form
| 12
| 3 - 3 -3
| style="text-align:left;" | -
| Silverwing
|}
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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.
Also at level 1, you can manipulate spiritual energy to alter your body. As a bonus action, you can magically assume the form of a beast. You can use this feature a number of times equal to your proficiency bonus per full rest.
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When you receive this trait, you gain the Terrestrial [[Formas Ferais/en|Feral Form]] and can choose 1 terrestrial feral aspect. At 5th level, you gain Aquatic Feral Form, you can choose a second Terrestrial feral aspect and an Aquatic feral aspect. When you reach 9th level, you receive the Flying Feral Form, you can choose a second aquatic aspect and a winged aspect. When you reach 13th level, you can choose a second flying aspect. When you reach 17th level, you can choose a third terrestrial, aquatic, or flying aspect.
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.
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When assuming a feral form you receive 10 + your Shaman level in temporary hit points that last for 2 rounds or until consumed.  
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.
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'''''Hybrid Form'''''. Upon reaching 13th level, once per long rest, when assuming a form, you can choose to assume a Hybrid form with any form you possess. The hybrid form grants you some additional benefits:
'''''Forma Híbrida'''''. Ao alcançar o 13º nível, uma vez por descanso longo, ao assumir uma forma, você pode escolher por assumir uma forma Híbrida com qualquer forma que você possua. A forma híbrida concede a você alguns benefícios adicionais:
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*'''''Attribute Increase'''''. The benefits granted by the Aspect are doubled.
*'''''Aumento de Atributo'''''. Os benefícios concedidos pelo Aspecto são dobrados.
*'''''Extra Attack'''''*. You can make one additional attack as part of your attack action.
*'''''Ataque Extra'''''*. Você pode fazer um ataques adicional em sua ação de ataque
*'''''Functional hands'''''. You can hold weapons and shields normally.
*'''''Mãos funcionais'''''. Você pode segurar armas e escudos normalmente.
*'''''Conjuration'''''. You can cast spells in hybrid forms except spells that consume a material components.
*'''''Conjuração'''''. Você pode conjurar magias em formas híbridas exceto magias que consumam componente material.
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'''''Superior Form'''''. Upon reaching 17th level, once per full rest, when assuming a form, you can choose to assume a higher version of that form. The Superior form grants you some additional benefits:
'''''Forma Superior'''''. Ao alcançar o 17º nível, uma vez por descanso pleno, ao assumir uma forma, você pode escolher por assumir uma versão superior dessa forma. A forma Superior concede a você alguns benefícios adicionais:
*'''''Attribute Increase'''''. The benefits granted by the Aspect are doubled.
*'''''Aumento de Atributo'''''. Os benefícios concedidos pelo Aspecto são dobrados.
*'''''Extra Attack*'''''. You can make two additional attacks as part of your attack action.
*'''''Ataque Extra*'''''. Você pode fazer dois ataques adicionais em sua ação de ataque
*'''''Feral Attack'''''. Your natural weapons, or unarmed attack, now cause magical damage.
*'''''Ataque Feral'''''. Suas armas naturais, ou ataque desarmado, passam a causar dano mágico.
*'''''Conjuration'''''. You can cast spells in superior forms.
*'''''Conjuração'''''. Você pode conjurar magias em formas superiores.
*'''''Natural Defense'''''. You gain Damage Reduction equal to your proficiency bonus/ true damage.
*'''''Defesa Natural'''''. Você recebe Redução de Dano igual ao seu bônus de proficiência/ dano verdadeiro.
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You can remain in feral form for a number of hours equal to half your Shaman level (minimum 1). At the end of this duration, you return to your original form, unless you use this feature again. You can use a bonus action to prematurely revert to your original form. You automatically revert if you are knocked Unconscious, reduced to 0 hit points, or die.
Você pode continuar na forma de fera por um número de horas igual à metade do seu nível de Xamã (mínimo de 1). Ao final desta duração, você retorna para sua forma original, a não ser que você use essa característica novamente. Você pode utilizar uma ação bônus para reverter a sua forma original prematuramente. Você reverte automaticamente se ficar Inconsciente, for reduzido a 0 pontos de vida ou morrer.
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While transformed, the following rules apply:
While transformed, the following rules apply:


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* You keep your personality, Intelligence, Wisdom, and Charisma scores, all of your skill proficiencies and saving throws, and you gain the creature's proficiencies.
* 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.
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* When you transform, you keep your hit points and hit dice. If you drop to 0 hit points you will have to save against death as you normally would, dying in feral form means death for your character.
* 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.
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* 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 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.


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* You retain the benefits of all 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 unless your new form also has those senses.
* 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.
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* 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 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.