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Bomba-Relógio/en: mudanças entre as edições
(Criou página com 'You throw a bomb at a point within range, which remains fixed in place. Each creature in a 5-foot radius sphere centered on that point at the time of casting, or that later enters that area, must make a Dexterity saving throw. On a failure, the bomb sticks to the first creature that fails the save, following its entire movement. At the start of your next turn, the bomb explodes. Each creature in a 20-foot radius sphere centered on the bomb must make a Constitution saving...') |
(Criou página com 'When throwing the bomb at a creature that already has a bomb attached, if it fails the Dexterity saving throw again, each creature in a 20-foot radius sphere centered on the bomb must make a Constitution saving throw. On a failed save, the creature is Stunned for 1 minute. At the start of each of its turns, the creature makes a Constitution saving throw. On a success, the Stun effect ends.') |
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You throw a bomb at a point within range, which remains fixed in place. Each creature in a 5-foot radius sphere centered on that point at the time of casting, or that later enters that area, must make a Dexterity saving throw. On a failure, the bomb sticks to the first creature that fails the save, following its entire movement. At the start of your next turn, the bomb explodes. Each creature in a 20-foot radius sphere centered on the bomb must make a Constitution saving throw. It takes 7d6 chronal damage on a failed save, or half as much damage on a successful one. The bomb detonates early if the creature with the bomb drops to 0 hit points or if another bomb sticks to the same target. | You throw a bomb at a point within range, which remains fixed in place. Each creature in a 5-foot radius sphere centered on that point at the time of casting, or that later enters that area, must make a Dexterity saving throw. On a failure, the bomb sticks to the first creature that fails the save, following its entire movement. At the start of your next turn, the bomb explodes. Each creature in a 20-foot radius sphere centered on the bomb must make a Constitution saving throw. It takes 7d6 chronal damage on a failed save, or half as much damage on a successful one. The bomb detonates early if the creature with the bomb drops to 0 hit points or if another bomb sticks to the same target. | ||
When throwing the bomb at a creature that already has a bomb attached, if it fails the Dexterity saving throw again, each creature in a 20-foot radius sphere centered on the bomb must make a Constitution saving throw. On a failed save, the creature is Stunned for 1 minute. At the start of each of its turns, the creature makes a Constitution saving throw. On a success, the Stun effect ends. | |||
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Edição das 17h06min de 2 de outubro de 2024
Celestial (chronomancy) 4th level
Casting Time: 1 açtion
Range: 120 feet
Components: V, S, M (a stopwatch or an hourglass)
Duration: Instantaneous
You throw a bomb at a point within range, which remains fixed in place. Each creature in a 5-foot radius sphere centered on that point at the time of casting, or that later enters that area, must make a Dexterity saving throw. On a failure, the bomb sticks to the first creature that fails the save, following its entire movement. At the start of your next turn, the bomb explodes. Each creature in a 20-foot radius sphere centered on the bomb must make a Constitution saving throw. It takes 7d6 chronal damage on a failed save, or half as much damage on a successful one. The bomb detonates early if the creature with the bomb drops to 0 hit points or if another bomb sticks to the same target.
When throwing the bomb at a creature that already has a bomb attached, if it fails the Dexterity saving throw again, each creature in a 20-foot radius sphere centered on the bomb must make a Constitution saving throw. On a failed save, the creature is Stunned for 1 minute. At the start of each of its turns, the creature makes a Constitution saving throw. On a success, the Stun effect ends.
Em Níveis Superiores. Quando conjurar esta magia gastando pontos de Mana equivalentes à uma magia de 5° nível ou superior, o dano aumenta em 1d6 para cada nível de magia acima do 4°.