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Heranças Variantes/en: mudanças entre as edições

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Criou página com ''''''Sho'ma's Heritage'''''. Using an action and making a DC 17 Transformation roll, you can change some minor aspect of your appearance, such as hair or eye color, while retaining a number of different traits equal to your Proficiency bonus. Additionally, a number of times equal to your Proficiency bonus per full rest, you can make this Transformation roll to transform into a different being, feel emotions, and glimpse part of that being's recent memory. Transforming in...'
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This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG]
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[[Arquivo:{{#setmainimage:Herancas Variantes - Pyke.png}}|centro|class=shadeUp]]
{{#description2:Variants are Heritages that describe individuals of a species with genetic or magical alterations, resulting in visibly different characteristics, such as exaggerated dimensions or features outside the common standard.}}
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Note: Large-sized creatures have several social difficulties such as entering establishments, finding clothes, in addition to having a higher expenditure on food and hardly finding mounts.</div></div>
Note: Large-sized creatures have several social difficulties such as entering establishments, finding clothes, in addition to having a higher expenditure on food and hardly finding mounts.</div></div>


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== Glacinata ==
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Você possui em seu sangue a força dos Glacinatas, uma experimentação feita pelos Observadores Gélidos em freljordianos no passado, mas que ainda corre entre os dias atuais. Você recebe os seguintes modificadores:
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*Você recebe resistência a climas gélidos e fraqueza a ataques psíquicos.
*Você ignora níveis de exaustão causados pela exposição prolongada a temperaturas congelantes.
*Você pode usar Gelo Verdadeiro com mais facilidade.
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Essa Herança pode ser escolhida uma segunda vez apenas durante a criação do personagem, concedendo os seguintes modificadores:
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*Você faz testes para usar gelo verdadeiro com vantagem.
*Você recebe Redução de Dano Gélido igual ao seu bônus de proficiência
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<span id="Meio-Vastaya"></span>
== Half-Vastaya ==
== Half-Vastaya ==


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'''''Sho'ma's Heritage'''''. Using an action and making a DC 17 Transformation roll, you can change some minor aspect of your appearance, such as hair or eye color, while retaining a number of different traits equal to your Proficiency bonus. Additionally, a number of times equal to your Proficiency bonus per full rest, you can make this Transformation roll to transform into a different being, feel emotions, and glimpse part of that being's recent memory. Transforming into another creature requires 2 minutes of observation, to feel its emotions and a glimpse of its recent memories requires observation for at least 10 minutes. These recent memories are sensations and images about what happened in the last hour, before you try to understand its memories. When in another form, you retain all of your traits. On a success, you assume that creature's appearance for a maximum of 10 times your Proficiency bonus in minutes. This transformation requires Concentration.
'''''Sho'ma's Heritage'''''. Using an action and making a DC 17 Transformation roll, you can change some minor aspect of your appearance, such as hair or eye color, while retaining a number of different traits equal to your Proficiency bonus. Additionally, a number of times equal to your Proficiency bonus per full rest, you can make this Transformation roll to transform into a different being, feel emotions, and glimpse part of that being's recent memory. Transforming into another creature requires 2 minutes of observation, to feel its emotions and a glimpse of its recent memories requires observation for at least 10 minutes. These recent memories are sensations and images about what happened in the last hour, before you try to understand its memories. When in another form, you retain all of your traits. On a success, you assume that creature's appearance for a maximum of 10 times your Proficiency bonus in minutes. This transformation requires Concentration.


<span id="Meio-Marai"></span>
=== Half-Marai ===
=== Half-Marai ===


Your Vastaya heritage has brought out a Marai trait in you:
Your Vastaya heritage has brought out a Marai trait in you:


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'''''Heritage of the Deep'''''. You can breathe on land as well as in water, and combat underwater does not inflict movement penalties or disadvantages on you. While underwater, you have darkvision of 60 feet. Additionally, a number of times equal to your Proficiency bonus per full rest, you can use your action to trigger a sonar blast, unleashing a 10-foot cone that deals 1d4 + half your proficiency bonus + your Constitution modifier thunder damage. All creatures within range must make a Constitution saving throw with DC 8 + your proficiency bonus + your Constitution modifier or take that damage. On a success, they only take half that damage. Deaf creatures have advantage on this saving throw.
'''''Herança Profunda'''''. Você consegue respirar tanto em terra quanto na água e, combate debaixo da água não causa penalidades ou desvantagens de movimentação em você. Enquanto debaixo da água você possui visão no escuro de 60 pés. Adicionalmente, um número de vezes igual ao seu bônus de Proficiência por descanso pleno, você pode usar sua ação para acionar um sonar, desferindo um cone de 10 pés que causa 1d4 + metade de seu bônus de proficiência + seu modificador de Constituição de dano trovejante. Todas as criaturas no alcance devem fazer uma salvaguarda de constituição CD 8 + bônus de proficiência + modificador de Constituição ou recebem esse dano. Em um sucesso, recebem apenas metade. Criaturas surdas tem vantagem nessa salvaguarda.
 
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<span id="Meio-Shimon"></span>
=== Half-Shimon ===
 
Your Vastaya heritage has brought out a Shimon trait in you:
 
'''''Simian Heritage'''''.  You can reroll a failed Strength, Dexterity or Constitution check a number of times equal to half your proficiency bonus per full rest. Additionally, your unarmed strikes have their damage increased by one category.
 
<span id="Meio-Fauhwoon"></span>
=== Half-Fauhwoon ===
 
Your Vastaya heritage has brought out a Fauhwoon trait in you:
 
'''''Protector Heritage'''''. You have a smaller pair of horns than the Fauhwoon. The horns deal 1d4 + your Strength modifier in bludgeoning damage. Additionally, whenever you heal or otherwise protect an ally using an action or a bonus action, your next melee attack's damage increases by one on the scale and deals your proficiency bonus as additional damage.
 
<span id="Meio-Ottrani"></span>
=== Half-Ottrani ===
 
Your Vastaya heritage has brought out an Ottrani trait in you:
 
'''''Stellar Heritage'''''. As an action, you can heal a creature within 30 feet of you by spending a Hit Dice, doing so you take half the amount healed as damage to yourself (this damage cannot be reduced or mitigated). You can spend an amount of dice equal to half your proficiency bonus per full rest. Additionally, you can touch a creature within 5 feet of you to heal it for a number of hit points equal to half your proficiency bonus + half your Wisdom modifier. You can use this ability a number of times equal to half your Proficiency bonus per full rest.
 
<span id="Meio-Kiilash"></span>
=== Half-Kiilash ===
 
Your Vastaya heritage has brought out in you a Killash trait:
 
'''''Predatory Heritage'''''. You have claws and fangs that can be used as weapons, and you are proficient with both. Your claws deal 1d4 + half your proficiency bonus + your Dexterity or Strength modifier slashing damage, and your bite deals 1d6 + half your proficiency bonus + your Strength modifier piercing damage. Additionally, you see in dim light up to 30 feet as if it were bright light and in the dark as if it were dim light. You cannot discern colors in the dark, only shades of gray.


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<span id="Meio-Lhotlan"></span>
=== Meio-Shimon ===
=== Half-Lhotlan ===
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Your Vastaya heritage has brought out in you a Lhotlan trait:
Sua herança Vastaya aflorou em você uma característica dos Shimon:
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'''''Aerial Heritage'''''. When performing high jumps, you can jump a number of times equal to up to 3 + one and a half times your Strength modifier (minimum of 1) feet in height. Additionally, you can use a bonus action to create 1 sharp feather and use it as a dagger, dealing your Proficiency bonus as additional damage to attacks you make with it. You can do this a number of times equal to half your Proficiency bonus per full rest. You may keep a number of Plumdaggers equal to your Proficiency bonus.
'''''Herança Símia'''''. Você pode re-rolar uma falha em um teste de Força, Destreza ou Constituição um número de vezes igual ao a metade do seu bônus de proficiência por descanso pleno. Adicionalmente, seus ataques desarmados têm seu dano aumentado em uma categoria.
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=== Meio-Fauhwoon ===
== Elemental Nativity ==
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You possess within your essence an elemental force that is part of your being, provided by some contact of your origin with the element or even an experiment. When choosing this Variant Heritage, you must choose between the following options:
Sua herança Vastaya aflorou em você uma característica dos Fauhwoon
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===''Stormborn''===
'''''Herança Protetora'''''. Você possui um par de chifres menor que os dos Fauhwoon. O dano causado pelos chifres é de 1d4 + seu modificador de Força em dano contundente. Adicionalmente, sempre que você curar ou proteger um aliado de alguma forma usando uma ação ou ação bônus, o dano de seu próximo ataque corpo a corpo aumenta em um na escala e recebe o seu bônus de proficiência como dano adicional.
*You gain resistance to Extreme Heat and Cold
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*You gain lightning damage reduction equal to your proficiency bonus.
*When you take lightning or plasma damage, even if you are immune, half of the base damage taken is converted to temporary hit points for a number of turns equal to half your proficiency bonus.


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===''Iceborn''===
=== Meio-Ottrani ===
*You gain immunity to Extreme Cold and resistance to Extreme Heat.
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*You gain Cold damage reduction equal to your proficiency bonus.
*You make checks to use true ice with advantage and you use double your Constitution modifier for the duration. Additionally, cold or frost damage you deal has its damage increased by 1 category.


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===''Fireborn''===
Sua herança Vastaya aflorou em você uma característica dos Ottrani
*You gain immunity to Extreme Heat and resistance to Extreme Cold.
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*You gain Fire damage reduction equal to half your proficiency bonus.
*When you are reduced to 0 hit points but do not die immediately, you may be reduced to 1 hit point instead. You can only use this ability once per full rest.
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==Nebulon==
'''''Herança Estelar'''''. Utilizando uma ação, você pode curar uma criatura que esteja a até 30 pés de você gastando um dado de vida, ao fazer isso você recebe metade do valor curado como dano para si mesmo (esse dano não pode ser reduzido ou mitigado). Você pode gastar uma quantidade de dados igual à metade de seu bônus de proficiência por descanso pleno. Adicionalmente, você pode tocar uma criatura que esteja a até 5 pés de você para curá-la em uma quantidade de pontos de vida igual a metade do seu bônus de proficiência + metade de seu modificador de Sabedoria. Você pode utilizar essa habilidade um número de vezes igual à metade do seu bônus de Proficiência por descanso pleno.
You are a Nebulon, your real composition is gaseous, which means you can easily disperse if you are not in a closed container, therefore you use a mechanical body, adapting completely to it and being part of the Construct origin.
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You gain all the traits of a Construct of the chosen Model, but because you belong to that origin, you gain the following modifiers:
=== Meio-Kiilash ===
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* '''''Long Memory''''': You are probably more than a few hundred years old. Choose a skill to gain expertise and 2 languages.
Sua herança Vastaya aflorou em você uma característica dos Killash
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* '''''Non-Humanoid Essence''''': You receive only half the hit points from the repair damage spell.
'''''Herança Predatória'''''. Você possui garras e presas que podem ser usadas como armas, sendo proficiente com ambos. Suas garras causam 1d4 + metade do seu bônus de proficiência + seu modificador de Destreza ou Força de dano cortante e sua mordida causa 1d6 + metade do seu bônus de proficiência + seu modificador de Força de dano perfurante. Adicionalmente, você enxerga na penumbra a até 30 pés como se fosse luz plena e no escuro como se fosse na penumbra. Você não pode discernir cores no escuro, apenas tons de cinza.
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*'''''Centurian Mind''''': You make saving throws against mind control effects and behavioral conditions with advantage. The following are considered Behavioral Conditions: Frightened, Charmed, and Provoked.
=== Meio-Lhotlan ===
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* '''''Gasseous''''': You gain exhaustion points as normal, but they are applied to your robotic body instead of you. Upon reaching 10 levels of exhaustion, you do not die, but your robotic body stops functioning, and you are rendered Stunned until you eliminate levels of exhaustion.
Sua herança Vastaya aflorou em você uma característica dos Lhotlan
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'''''Herança Predatória'''''. Ao realizar saltos em altura, você pode saltar até um número de vezes igual a até 3 + uma vez e meia seu modificador de Força (mínimo de 1) pés de altura. Adicionalmente, você pode usar uma ação bônus para criar 1 pena afiada e usá-la como adagas causando seu bônus de Proficiência como dano adicional aos ataques feitos por você com ela. Você pode fazer isso um número de vezes igual a metade do seu bônus de Proficiência por descanso pleno. Você pode manter um número de Plumadagas igual ao seu bônus de Proficiência.
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==Progressão Tecnológica==
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<span id="Progressão_Tecnológica"></span>
Seu corpo foi modificado através de procedimentos irreversíveis. Embora você fosse originalmente um membro normal de sua origem, seu corpo agora foi modificado por algum processo. Você recebe os seguintes modificadores:
==Technological Progression==
 
Your body has been altered through irreversible procedures. While you were originally a normal member of your origin, your body has now been altered through some process. When choosing this Heritage, you must choose between possessing a power source, a Hex Core or a Chemical Source, your choice will determine the benefits you have:
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Ao escolher essa Herança, você deve escolher entre possuir uma fonte de energia, um Núcleo Hex ou uma Fonte Química, sua escolha definirá os benefícios que você possui:
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:'''Stable'''. You have a power source from a Stable source found somewhere in your body. Choose 1 item from the Technological Advantages list of the Technological Variant.
:'''Núcleo Hex'''. Você possui uma fonte de energia proveniente de um cristal hextec encontrado em algum lugar do seu corpo.
:'''Unstable'''. You have a power source from an Unstable source found somewhere in your body. Choose 2 items from the Technological Advantages list of the Technological Variant and 1 item from the Technological Disadvantages list of the Technological Variant.
:*'''Variedade de Aprimoramentos'''. Escolha 1 item da lista de Vantagens da Variante Tecnológica.
 
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When choosing this Variant after the first time, you can choose to receive a new energy source, granting you all of its characteristics or simply improve the source you have by receiving new Technological Advantages. If you choose the Unstable source a second time, you can choose between receiving 1 Technological Advantage or 2 Technological Advantages and a new Technological Disadvantage.
 
Once you choose this Variant Heritage during character creation, as you gain new Origin points at later levels, you can choose to spend those points on improving this Variant Heritage.
 
<span id="Fontes_de_Energia"></span>
===Energy Sources===
 
Each region at certain points in time may have several sources of techmaturgical energy, especially regions that have cultural exchanges with others. Below is a suggestion of sources of techmaturgical energy, one stable and one unstable, based on the regions.
 
The distinction between Stable and Unstable is mainly linked to historical contexts, how in-depth the science that uses this source is or how consistent the results obtained by it are.
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'''Bilgewater'''
*'''Stable'''. Buhru Magic
*'''Unstable'''. Maritime Implants
 
'''Demacia'''
*'''Stable'''. Petricite
*'''Unstable'''. Azakana
 
'''Freljord'''
*'''Stable'''. True Ice
*'''Unstable'''. Dark Ice
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'''Ionia'''
*'''Stable'''. Nature
*'''Unstable'''. Azakana or Chemtech
 
'''Ixtal'''
*'''Stable'''. Axiomata
*'''Unstable'''. Flora
'''Noxus'''
*'''Stable'''. Hemomancer
*'''Unstable'''. Azakana or Chemtech
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'''Piltover and Zaun'''
*'''Stable'''. Hextec
*'''Unstable'''. Chemtech
 
'''Shurima'''
*'''Stable'''. Ascended Technology
*’’’Unstable’’’. Baccai Technology


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'''Targon'''
:'''Fonte Quimtec'''. Você possui uma fonte de energia proveniente de um líquido quimtec encontrado em algum lugar do seu corpo.
*'''Stable'''. Celestial
:*'''Variedade de Aprimoramentos'''. Escolha 2 itens da lista de Vantagens da Variante Tecnológica e 1 item da lista de Desvantagens da Variante Tecnológica.
*'''Unstable'''. Crystal
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You can choose this Variant more than once to choose a new energy source, granting you all of its features.
Você pode escolher essa Variante mais de uma vez para escolher uma nova fonte de energia, lhe garantindo todas as características da mesma.
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<span id="Vantagens_da_Variante_Tecnológica"></span>
===Vantagens da Variante Tecnológica===
===Advantages of the Technological Variant===
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*''Climbing Adaptation''. You gain a climbing speed equal to half your walking speed.
*''Adaptação de Escalada''. Você recebe deslocamento de escalada igual ao seu deslocamento de caminhada.
*''Underwater Adaptation''. You can breathe both air and water and gain a swimming speed equal to half your walking speed.
*''Adaptação Subaquática''. Você pode respirar tanto ar quanto água e recebe deslocamento de natação igual ao seu deslocamento de caminhada.
*''Integrated Weapon''. Technologically-enhanced creatures can replace a limb of their body with a melee or ranged weapon that is in your starting equipment, you use that weapon normally. This perk can be chosen more than once.
*''Arma Integrada''. Criaturas aprimoradas por tecnologia podem substituir um membro do seu corpo por uma arma corpo a corpo ou à distância que esteja em seu equipamento inicial, você utiliza essa arma normalmente. Essa vantagem pode ser escolhida mais de uma vez.
*''Natural Weapons''. You have claws that can deal 1d8 + your Strength modifier slashing damage, and fangs that can deal 1d6 + your Strength modifier piercing damage.
*''Armas Naturais''. Você possui garras que podem causar 1d8 + seu modificador de Força de dano cortante, e presas que podem causar 1d6 + seu modificador de Força de dano perfurante.
*''Ink Sac''. You can use an attack to make a special ranged attack to blind a creature within your line of sight within 15 feet of you if that creature fails a DC 12 Dexterity saving throw. Creatures that don't require sight are unaffected by this attack, and affected creatures must use an action to wipe away the ink. This ability works differently underwater: as a bonus action, you can create an area of ​​heavy obscuration within 5 feet of you. You can use this ability a number of times equal to half your Proficiency bonus per long rest. You can choose this ability more than once.
*''Bolsa de Tinta''. Você pode usar uma ação para fazer um ataque à distância especial para cegar uma criatura em sua linha de visão a até 15 pés de você caso a mesma falhe em uma Salvaguarda de Destreza CD 12. Se você é capaz de realizar múltiplos ataques com a ação de Ataque, esse ataque substitui um deles. Criaturas que não precisem da visão não são afetadas por esse ataque e criaturas afetadas precisam usar uma ação para limpar a tinta. Essa habilidade funciona diferente debaixo da água: com ação bônus você pode criar uma área de obscurecimento pesada em um raio de 5 pés a partir de você. Uma vez que você use essa habilidade, você não pode voltar a usá-la novamente até concluir um descanso curto ou longo. Você pode escolher essa habilidade várias vezes.
*''Carapace''. Your skin has an additional covering. You gain damage reduction equal to half your proficiency bonus, excluding true and spiritual damage. You do not reduce damage taken through conditions.
*''Carapaça''. Sua pele tem uma cobertura adicional. Ao receber dano, exceto danos espirituais e verdadeiros, você diminui o dano recebido em um valor igual ao seu bônus de proficiência. Você não diminui o dano recebido através de condições.
*''Adaptive Defense''. Using a bonus action, you send a command to your power source, causing it to emit a field that protects you from attacks for 1 minute. When sending the command, you must direct it to physical or magical attacks; attacks of the chosen type have disadvantage against you (if the attack requires a saving throw, you make the same with advantage). You can use this feature a number of times equal to half your proficiency bonus for Full Rest.
*''Defesa Adaptativa''. Utilizando uma ação bônus, você envia um comando para seu núcleo, fazendo com que ele emita um campo que te protege de ataques por 1 minuto. Ao enviar o comando você deve direcioná-lo para ataques físicos ou mágicos, o tipo de ataque escolhido possuem desvantagem contra você. Você pode utilizar essa característica um número de vezes igual ao seu bônus de proficiência por Descanso Pleno.
*''Chromatic Epidermis''. You have advantage on Stealth checks you make to hide. Additionally, while unarmored, you can attempt to hide even without light or heavy cover, as long as you remain stationary.
*''Epiderme Cromática''. Você tem vantagens em testes de Furtividade que você faz para se ocultar. Adicionalmente, enquanto estiver sem armadura, você pode tentar se esconder mesmo sem estar com cobertura leve ou pesada, contanto que permaneça parado.
*''Maneuver Hook''. You have a hook attached to a 60-foot long metal line. As an action, you can fire the grappling hook at a surface within range, latching onto it. Additionally, as a bonus action, you can break free and leap to a target within 15 feet of you, making a melee attack against that target.
*''Gancho de Manobras''. Você possui um gancho atrelado a uma linha metálica com 60 pés de comprimento. Utilizando uma ação, você pode disparar o gancho em uma superfície dentro do alcance, se prendendo na mesma. Adicionalmente, utilizando uma ação bônus, você pode se soltar e saltar em um alvo a até 15 pés de você, podendo realizar um ataque corpo a corpo contra o mesmo.
*''Frozen Age''. Your physical age may not match the years you've lived, unlike a normal human.
*''Idade Congelada''. Sua idade física pode não corresponder aos anos que você viveu, diferente de um humano normal.
*''Robotic Limb''. You have 1 mechanical upper limb somewhere on your body and you have control over it normally. This advantage can be chosen more than once for additional members. [[Combate/en#Multiple Limbs|See Chapter 9 - Multiple Limbs]] for rules on combat with additional limbs.
*''Membro Robótico''. Você possui 1 membro mecânico superior em alguma parte do seu corpo e tem controle sobre ele normalmente. Essa vantagem pode ser escolhida mais de uma vez para membros adicionais.
*''Patagium''. You have membranes that act like fins and can be used like wings to slow your fall or allow you to glide. If you take a fall and are not Incapacitated, you can subtract up to 100 feet from the fall damage calculation, you can also move 2 feet forward for every 1 foot you are falling.
*''Patagia''. Você tem membranas que atuam como barbatanas e podem ser usadas como asas para desacelerar sua queda ou permitir que você plane. Se você sofrer uma queda e não estiver Incapacitado, você pode subtrair até 100 pés do cálculo de dano da queda, você pode também se mover 2 pés para a frente para cada 1 pé que você esteja em queda.
*''Intoxicating Skin''. Any creature that grabs you or comes into direct contact with your skin must pass a DC 12 Constitution saving throw or be Intoxicated for 1 minute. An Intoxicated creature that is no longer in contact with your skin can repeat the saving throw at the end of its turn, ending the effect on a success.
*''Pele Intoxicante''. Qualquer criatura que agarre você ou entre em contato direto com sua pele deve passar em uma salvaguarda de Constituição de CD 12 ou é Intoxicada por 1 minuto. Uma criatura Intoxicada que não esteja mais em contato com sua pele pode repetir a salvaguarda no fim de seu turno, encerrando o efeito em caso de sucesso.
*''Metallic Protection''. You have coated your skin with a metallic alloy that grants you natural protection. As long as you are not wearing any armor, your AC equals 13 + your Dexterity modifier.
*''Proteção Metálica''. Você revestiu sua pele com um liga metálica que concede à você uma proteção natural. Desde que não esteja utilizando nenhuma armadura, sua CA é igual a 13 + seu modificador de Destreza.
*''Superior Sense''. Technologically Enhanced creatures have advantage on Perception checks through hearing, smell or sight.
*''Sentido Superior''. Criaturas aprimoradas por tecnologia possuem vantagem em testes de Percepção através da audição, olfato ou visão.
*''Darkvision''. Your eyes have been replaced by cameras with the ability to adapt to darkness. You see in dim light up to 30 feet as if it were bright light and in the dark as if it were dim light. You cannot discern colors in the dark, only shades of gray.
*''Visão no Escuro''. Seus olhos foram substituídos por câmeras com a capacidade de se adaptar à escuridão. Você enxerga na penumbra a até 30 pés como se fosse luz plena e no escuro como se fosse na penumbra. Você não pode discernir cores no escuro, apenas tons de cinza.
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<span id="Desvantagens_da_Variante_Tecnológica"></span>
===Desvantagens da Variante Tecnológica===
===Disadvantages of the Technological Variant===
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*''Breathing Apparatus''. You have trouble breathing normally, and you need a device to help you with this vital process. If your device breaks or you are without it, you have disadvantage on Constitution saving throws related to breathing. You use only half your Constitution modifier rounded down, if the value is positive, to hold your breath and when suffocating. The device is waterproof, and if it breaks, it takes 1 hour of work and a successful DC 10 check using Inventor's Tools to fix it.
*''Aparato Respiratório''. Você possui problemas para respirar normalmente, tendo a necessidade de um dispositivo que te ajude nesse processo vital, caso seu dispositivo quebre ou você esteja sem ele, você possui desvantagem em salvaguardas de Constituição relacionados à respiração, você usa apenas metade do seu modificador de Constituição arredondado para baixo, se o valor for positivo, para prender a respiração e ao sufocar. O dispositivo é a prova d'água e caso ele quebre é necessário 1 hora de trabalho e um teste bem-sucedido CD 10 usando Ferramentas de Inventor para arrumá-lo.
*''Pipes and Smoke''. You have pipes coming out of your body and smoke comes out of them. When you roll a Stealth check, you have disadvantage due to the smoke from the pipes.
*''Canos e Fumaça''. Você tem canos saindo do seu corpo e deles saem fumaça, quando rolar um teste de Furtividade você possui desvantagem devido a fumaça dos canos .
*''Death Face''. You suffered an accident, whether or not resulting from your modification, causing a facial deformity. You have disadvantage on Persuasion and Deception checks.
*''Cara da Morte''. Você sofreu algum acidente decorrente ou não de sua modificação causando uma deformidade facial, você possui desvantagem em testes de Persuasão e Enganação.
*''Madness''. You suffered a trauma upon awakening from your modification. You make a roll and gain a madness effect from the Permanent Madness table. Additionally, together with your Master, you must define a trigger that reminds you of your trauma. When exposed to this trigger, the Master may ask you to roll on the Short- or Long-term Madness table. You gain an effect for the duration of the table.
*''Loucura''. Você sofreu com um trauma ao acordar de sua modificação, você faz uma rolagem e ganha um efeito de loucura da tabela de Loucura Permanente. Adicionalmente, junto ao seu Mestre você deve definir um gatilho que te lembre seu trauma, ao ser exposto por esse gatilho o Mestre pode pedir para você rolar na tabela de Loucura de Curta ou Longa duração, você ganha um efeito pela duração da tabela.
*''Shapeshifter''. Your appearance is very different from that of a human, whether you are a human with animal characteristics or an animal with human characteristics.
*''Metamorfo''. Sua aparência difere muito da humana, seja você um humano com características animais ou um animal com características humanas.
*''Voice Modulator''. You are unable to speak, so you use a device that replaces your voice. You have disadvantage on Performance checks related to your voice.
*''Modulador de Voz''. Você não é capaz de falar, para isso você utiliza um dispositivo que substitui sua voz. Você possui desvantagem em testes de Atuação relacionados à voz.
*''Bloodlust''. You have an obsession with blood, whether to consume it, smell it in the air, or simply a strong desire to spill more and more blood. You have a very sensitive sense of smell to detect blood. When coming into contact with a quantity of blood, the Master may ask once a day for a Wisdom saving throw DC following the table. On a failure, you lose control and the Master assumes control of your character as any other NPC for up to 10 minutes
*''Sede de Sangue''. Você possui uma obsessão por sangue, seja para consumir, sentir seu cheiro no ar ou apenas uma forte vontade de derramar cada vez mais sangue. Você tem um olfato bem sensível para detectar sangue. Ao entrar em contato com uma quantidade de sangue o Mestre pode pedir uma vez ao dia uma salvaguarda de Sabedoria CD seguindo a tabela, em uma falha você perde o controle e o Mestre assume o controle de sua personagem como qualquer outro PNJ por até 10 minutos
{| class="purple shadeCenter" style=" margin: 20px auto; vertical-align:middle;"
{| class="wikitable" style=" margin: auto; vertical-align:middle; background-color:#F8F9FA;"
|- style="font-weight:bold; text-align:center;"
|- style="font-weight:bold; text-align:center; background-color:#B4A7D6;"
! Amount of Blood
! Quantidade de Sangue
! DC
! CD
|-
|-
| 10ml a 100ml
| 10ml to 100ml
| style="text-align:center;" | 5
| style="text-align:center;" | 5
|- style="background-color:#b4a7d6;"
|-  
| 101 ml a 1L
| 101 ml to 1L
| style="text-align:center;" | 10
| style="text-align:center;" | 10
|-
|-
| 1,1L a 10L
| 1,1L to 10L
| style="text-align:center;" | 15
| style="text-align:center;" | 15
|- style="background-color:#b4a7d6;"
|-  
| 10,1L ou mais
| 10,1L or more
| style="text-align:center;" | 20
| style="text-align:center;" | 20
|}
|}
*''Sobrecarga''. Se tirar 1 no dado, role mais um d20, se cair um número menor que 7 você recebe 1 nível de exaustão.
*''Overload''. If you roll a 1 on the die, roll another d20. If you roll a number lower than 7, you gain 1 point of exhaustion.
*''Tubos Quimtec''. Você tem diversos tubos acoplados ao seu corpo te tornando vulnerável a certos ataques, ao receber um ataque crítico, você fica Enfraquecido até que gaste 1 ação reparando o dano aos tubos.
*''Chemtech Tubes''. You have several tubes attached to your body, making you vulnerable to certain attacks. When you receive a critical hit, you become Weakened until you spend 1 action repairing the damage to the tubes.
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<span id="Limiar_Tecnológico"></span>
===Technological Threshold===
 
By receiving successive modifications to your body, it gradually ceases to be considered a body of its Origin. When the number of modifications is high, it can even end up transforming into its organic essence, passing the threshold of its origin. These modifications can be derived from Inheritances, Enhancements and even modifications made within history that grant Technological Advantages.
 
If you choose a Stable source and receive 5 advantages, you are considered a Living Construct and receive the following modifiers:
*Resistance to poison and poison damage
*Immunity to non-magical diseases
*Does not need to eat, drink or breathe
*Does not need to sleep, does not suffer exhaustion effects due to lack of rest and is not affected by sleep magic
*Heals only half of your health with healing spells and effects. The repair damage spell heals normally.
 
If you choose an Unstable source and receive 5 advantages, you are considered a Mutant and receive the following modifiers:
*Your type becomes Mutation
*Resistance to poison and poison damage
*Immunity to non-magical diseases
*Your daily need to eat and drink is halved
*You are not affected by the sleep spell
 
A character who has both energy sources and receives advantages must choose which will be dominant, Stable or Unstable, this change is irreversible.
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<span id="Ressurgido"></span>
== Ressurgido ==
== Risen ==
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The half-Azakan and half-Kanmei are very close because the difference between a sense of mission and obsession is quite tenuous. The Spectrals, on the other hand, end up returning to the physical world in a different way, without the intercession of Kanmei or Azakanas, often through other even more powerful entities such as Nagakabouros, potent magical substances such as Cage-Fish liquid or even through pure magic, be it Spiritual or Celestial.
Os meio Azakana e meio Kanmei são bem próximos pois a diferença entre um senso de missão e obsessão é algo bem tênue. Já os Espectrais, acabam por retornar para o mundo físico de uma forma diferente, sem a intercessão de Kanmei ou Azakanas, muitas vezes através de outras entidade ainda mais poderosas como Nagacáburos, substâncias mágicas potentes como o líquido de Peixe-Jaula ou mesmo através de magia pura, seja ela Espiritual ou Celestial.
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You can choose this Heritage at the time of your character creation or if you die at higher levels, if your Master allows it. When choosing it at higher levels, you must give up one of your Heritages and replace it with this one. Choose between becoming a Specter, Half-Azakana or Half-Kanmei, receiving the following modifiers:
Você pode escolher essa Herança no momento de criação de seu personagem ou caso você morra em níveis mais altos, caso seu Mestre permita. Ao escolhê-la em níveis mais altos, você deve abdicar de uma de suas Heranças e substituí-la por essa. Escolha entre se tornar um Espectral, Meio-Azakana ou Meio-Kanmei, recebendo os seguintes modificadores:
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=== Espectral ===
=== Specter ===
A vida aconteceu. Mas a sua chegou a um fim, com isso, alguma forma de energia necromântica foi capaz de trazer você de volta, seja por uma obsessão, seja por um senso de justiça. Você ainda tem contas a acertar mas graças à energia do mundo dos mortos, você acabou por retornar como um Espectro. Você recebe as seguintes características:
Life happened. But yours came to an end, and with that, some form of necromantic energy was able to bring you back, either through obsession or a sense of justice. You still have scores to settle, but thanks to the energy of the world of the dead, you ended up returning as a Specter. You receive the following characteristics:
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*You can speak the Ochnum language.
*Você pode falar o idioma Ochnum.
*'''Shadow Resilience'''. You are immune to natural diseases and poison, you receive only half the value from healing spells and effects, you gain absorption to necrotic damage and resistance to poison damage, but you are vulnerable to radiant damage, gold weapons, and silver weapons.
*'''Resiliência das Sombras'''. Você é imune a doenças naturais e envenenamento, recebe apenas metade do valor com magias e efeitos de cura, você recebe absorção a dano necrótico e resistência a dano venenoso, porém, tem vulnerabilidade a dano radiante, armas de ouro e de prata.
*You are now affected by spells, abilities, or any other effect that works on undead. Class abilities such as Turn and Destroy Undead from the Spirit Rite Acolyte have their rules modified for you as described below.
*Você passa a ser afetado por magias, habilidades ou qualquer outro efeito que funcione em mortos-vivos. Habilidades de classe como Expulsar e Destruir Mortos-vivos do Acólito do Rito Espiritual possuem suas regras modificadas para você como descrito abaixo.
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'''Turn and Destroy Undead.''' As they are undead, specters are susceptible to spells that affect this type of creature, this includes the Liturgy responsible for Turning or Destroying Undead, however the mechanics for this are slightly different.
'''Expulsar e Destruir Mortos-Vivos.''' Como são mortos-vivos, os espectros são suscetíveis a magias que afetem esse tipo de criatura, isso inclui o Eflúvio responsável por Expulsar ou Destruir Mortos-Vivos, no entanto a mecânica para isso é levemente diferente.
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For the Turn Undead feature of the Spiritual Rite Acolyte, if you fail the save, instead of running away as best you can, you just become Frightened of the person who used the ability and will avoid approaching them.
Para a característica Expulsar Mortos-Vivos do Acólito do Rito de Espiritual, se falhar na salvaguarda, ao invés de fugir da melhor maneira possível, você apenas fica Amedrontado perante quem usou a habilidade e evitará se aproximar dela.
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For the Spirit Rite Acolyte's Destroy Undead feature, if you fail the save, you take damage based on the CR that the ability could destroy according to the table below.
Para a característica Destruir Mortos-Vivos do Acólito do Rito Espiritual, se falhar na salvaguarda, você recebe dano baseado no ND que habilidade poderia destruir de acordo com a tabela abaixo.
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{| class="purple shadeCenter" style="text-align:center;margin:20px auto"
{| class="wikitable" style="text-align:center;margin:auto"
|+ Damage from Destroy Undead
|- style="font-weight:bold; text-align:left;"
! Destroys Undead of CR
! colspan="2" style="background-color:#ffffff; color:#333333;" | Tabela de Dano por Destruir Mortos-Vivos
! Damage Received
|- style="font-weight:bold;"
| Destrói Mortos-vivos de ND
| Dano Recebido
|-
|-
|style="background-color:#D9D2E9;"| 1/2 ou menor
| 1/2 or less
|style="background-color:#D9D2E9;"| 1d10 de dano radiante
| 1d10 radiant damage
|-
|-
| 1 ou menor
| 1 or less
| 2d10 de dano radiante
| 2d10 radiant damage
|-
|-
|style="background-color:#D9D2E9;"| 2 ou menor
| 2 or less
|style="background-color:#D9D2E9;"| 3d10 de dano radiante
| 3d10 radiant damage
|-
|-
| 3 ou menor
| 3 or less
| 4d10 de dano radiante
| 4d10 radiant damage
|-
|-
|style="background-color:#D9D2E9;"| 4 ou menor
| 4 or less
|style="background-color:#D9D2E9;"| 5d10 de dano radiante
| 5d10 radiant damage
|}
|}
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This Heritage can be chosen a second time starting at 5th level, granting the following modifiers:
Essa Herança pode ser escolhida uma segunda vez a partir do 5º nível, concedendo os seguintes modificadores:
*'''''Alternation'''''. Using an action, you can move through other creatures and objects as if they were difficult terrain. For 1 minute, you become immune to nonmagical attacks and can still cast spells, but you are unable to make physical attacks. If you end your turn inside a creature or object, you take 1d10 force damage and are pushed to the nearest unoccupied space. You can only take this action a number of times equal to your Proficiency bonus from a long rest.
*'''''Alternância'''''. Utilizando uma ação, você pode se mover através de outras criaturas e objetos como se fossem terreno difícil. Por 1 minuto você se torna imune a ataques não mágicos e ainda é capaz de conjurar magias, mas se torna incapaz de realizar ataques físicos. Se você encerrar seu turno dentro de uma criatura ou objeto, você recebe 1d10 de dano energético e é empurrado para o espaço desocupado mais próximo. Você só pode realizar essa ação um número de vezes igual ao seu bônus de Proficiência por descanso longo.
* You take only half the damage dealt by Smite Undead
* Você recebe apenas metade do dano causado por Destruir Mortos-Vivos
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<span id="Meio-Azakana"></span>
=== Meio-Azakana ===
=== Half-Azakana ===
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You have died. But something in the spirit world has stirred your existence and your essence, causing part of it to merge with that of a creature from the spirit world, an Azakana. An evil entity that preys on the most terrible emotions of living beings. Although you have become partially an infernal creature, this does not mean that you have become evil. You gain the following characteristics:
Você morreu. Mas algo no mundo dos espíritos mexeu com sua existência e a sua essência, fazendo com que parte dela se mesclasse à de uma criatura do mundo espiritual, um Azakana. Uma entidade maligna que preda nas emoções mais terríveis dos seres vivos. Embora você tenha se tornado parcialmente uma criatura ínfera, isso não significa que você se tornou maligno. Você recebe as seguintes características:
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*You can read, write, and speak the Demon language.
*Você pode ler, escrever e falar o idioma Demoníaco.
*'''Infernal Resilience'''. You have resistance to fire and necrotic damage. If you already have resistance to either of these damages, you gain immunity instead. In addition, you are vulnerable to radiant damage, gold weapons, and silver weapons.
*'''Resiliência Ínfera'''. Você possui resistência à dano ígneo e necrótico, caso já possua resistência a um desses danos, você recebe imunidade ao invés disso. Além disso, você possui vulnerabilidade a dano radiante, armas de ouro e de prata.
*You are now affected by spells, abilities, or any other effect that works on fiends.
*Você passa a ser afetado por magias, habilidades ou qualquer outro efeito que funcione em ínferos.
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This Heritage can be chosen a second time only during character creation, granting the following modifiers:
Essa Herança pode ser escolhida uma segunda vez apenas durante a criação do personagem, concedendo os seguintes modificadores:
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*'''''Aura of Fear'''''. Your mere presence can terrify other creatures. Using an action, you can create an aura around you in a 30-foot radius centered on you, this aura lasts for up to 1 minute or until you become Incapacitated. Creatures that are in this area, start their turn within it, or enter it must make a Wisdom saving throw DC 10 + your proficiency bonus + half your character level. On a failed save, the creature is Frightened of you until the end of this aura's duration. An affected creature can repeat the saving throw at the start of each of its turns to end this condition. On a successful save, the creature is immune to this effect for the next minute. You can use this ability a number of times equal to your Proficiency bonus per full rest.
*'''''Aura de Medo'''''. Sua mera presença pode aterrorizar outras criaturas. Utilizando uma ação, você pode criar uma aura ao seu redor em um raio de 30 pés centrado em você, essa aura dura por até 1 minuto ou até que você fique Incapacitado. Criaturas que estejam nessa área, iniciem seu turno dentro dela ou entrem nela devem realizar uma salvaguarda de Sabedoria CD 10 + seu bônus de proficiência + metade do seu nível de personagem. Em uma falha, a criatura estará Amedrontada por você até o final da duração dessa aura. Uma criatura afetada pode repetir a salvaguarda no início de cada um de seus turnos para encerrar essa condição. Em um sucesso, a criatura ficará imune a esse efeito pelo próximo minuto. Você pode utilizar essa habilidade um número de vezes igual ao seu bônus de Proficiência por descanso pleno.
*You no longer have vulnerability to radiant damage.
*Você não possui mais você vulnerabilidade a dano radiante.
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<span id="Meio-Kanmei"></span>
=== Meio-Kanmei ===
=== Half-Kanmei ===
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Your spirit has ascended. The spirit world is a complex terrain, sometimes some people reach it after their disembodiment, but a greater and noble motivation makes their sense of duty not let them rest. Kind spirits, Kanmei, may approach you and perceive sincerity and kindness in your mission, giving up part of their essence so that you can return to the physical world and fulfill your role. You receive the following characteristics:
Seu espírito ascendeu. O mundo dos espíritos é um terreno complexo, por vezes algumas pessoas chegam a ele após seu desencarne, mas uma motivação maior e nobre faz com que seu senso de dever não os deixe descansar. Espíritos bondosos, Kanmei, podem se aproximar de você e perceber em sua missão a sinceridade e a bondade, cedendo parte de sua essência para que você retorne ao mundo físico e cumpra seu papel. Você recebe as seguintes características:
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*You can read, write, and speak the Spirit language.
*Você pode ler, escrever e falar o idioma Espiritual.
*'''Spiritual Resilience'''. You have resistance to radiant damage; if you already had resistance, you gain immunity instead. You have advantage on saving throws to resist any effect that would cause you to be charmed. You are also vulnerable to necrotic damage.
*'''Resiliência Espiritual'''. Você possui resistência à dano radiante, caso já possua resistência, você recebe imunidade ao invés disso. Você possui vantagem em salvaguardas para resistir a qualquer efeito que fosse lhe causar a condição Enfeitiçado. Além disso, você possui vulnerabilidade a dano necrótico.
*You are now affected by spells, abilities, or any other effect that works on spirits.
*Você passa a ser afetado por magias, habilidades ou qualquer outro efeito que funcione em espíritos.
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This Heritage can be chosen a second time only during character creation, granting the following modifiers:
Essa Herança pode ser escolhida uma segunda vez apenas durante a criação do personagem, concedendo os seguintes modificadores:
*'''Super Buddy'''. You have a natural supernatural charm, something practically ethereal. Using an action, you can attempt to charm a creature within 60 feet of you that can see or hear you. That creature must make a Wisdom saving throw DC 10 + your proficiency bonus + half your character level. On a failed save, the creature becomes Charmed by you for the next minute, and can repeat the saving throw at the end of each of its turns to end this condition. Only one creature can be Charmed at a time. You can use this ability a number of times equal to your Proficiency bonus per full rest.
*'''Super Camaradinha'''. Você possui charme sobrenatural natural, algo praticamente etéreo. Utilizando uma ação, você pode tentar encantar uma criatura que esteja a até 60 pés de você que possa vê-lo ou ouvi-lo. Essa criatura deve realizar uma salvaguarda de Sabedoria CD 10 + seu bônus de proficiência + metade do seu nível de personagem. Em uma falha, a criatura ficará Enfeitiçada por você pelo próximo minuto, podendo repetir a salvaguarda no final de cada um de seus turnos para encerrar essa condição. Apenas uma criatura pode ser Enfeitiçada por vez. Você pode utilizar essa habilidade um número de vezes igual ao seu bônus de Proficiência por descanso pleno.
*You are no longer vulnerable to necrotic damage.
*Você deixa de ter vulnerabilidade a dano necrótico.
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Edição atual tal como às 08h19min de 2 de dezembro de 2024

This article complies with version 0.95 of Runarcana RPG


Although members of a species are similar to each other, external or even genetic factors can oftenly present certain members of that origin with a huge divergence within what is general for that species.

The Variants are Heritages that describe certain members that were modified by some factor, be it genetic or magical, or even in some magical way that affects genetics.

These members are usually visibly different from other members of their species, either because they are exaggerated in size or even because they have some characteristic that is clearly not standard for that species.

Each Variant costs one Heritage Point, but you can only choose one of them. Humans can choose up to 2 Variants. These Heritages can only be chosen by specific Origins, check the List of Heritages by Origin to find out which Variants can be chosen by your character.

Amphibian

Whether you have a connection with a Marai ancestor in your blood, because you were built with that in mind, or even because you are from a family of Yordles who has adapted to life underwater, you can breathe both under it and on land. You receive the following modifiers:

  • You can breathe underwater, and you take no penalty for underwater combat.
  • Your swimming speed increases by an amount equal to half your proficiency bonus times 5, in feet, and you take no penalty from difficult terrain composed of water.
  • You are proficient with the net, spear and trident.

This Heritage can be chosen a second time only at character creation, granting the following modifiers:

  • You gain 30 feet of darkvision underwater. If you already have, you add those 30 feet.
  • You have advantage on Dexterity saving throws against being Grappled or Restrained.

Colossus

You are unusually large for your species, dwarfing most of those around you. You receive the following modifiers:

  • Your size for carrying capacity purposes and weight you can push, drag or lift counts as one category above
  • Your melee attacks deal 1 additional damage, in contrast, your clothing, armor, and weapons cost 50% more, rounded up.

This Heritage can be chosen a second time only at character creation, granting the following modifiers:

  • Your size increases by one category
  • You gain the Size Adjustments described in Chapter 9: Combat Creature Size
  • All of your clothes, weapons, and armor cost twice as much.
Note: Large-sized creatures have several social difficulties such as entering establishments, finding clothes, in addition to having a higher expenditure on food and hardly finding mounts.

Half-Vastaya

You are the offspring of a “forbidden” relationship between a human and a Vastaya, a relationship that is considered taboo by both species. If you are already a Vastaya, you cannot choose a variant heritage from the same tribe as yours. When choosing a tribe of ancestry, you receive the following modifiers:

Half-Oovi-kat

Your Vastaya Heritage has brought out an Oovi-Kat trait in you.

Sho'ma's Heritage. Using an action and making a DC 17 Transformation roll, you can change some minor aspect of your appearance, such as hair or eye color, while retaining a number of different traits equal to your Proficiency bonus. Additionally, a number of times equal to your Proficiency bonus per full rest, you can make this Transformation roll to transform into a different being, feel emotions, and glimpse part of that being's recent memory. Transforming into another creature requires 2 minutes of observation, to feel its emotions and a glimpse of its recent memories requires observation for at least 10 minutes. These recent memories are sensations and images about what happened in the last hour, before you try to understand its memories. When in another form, you retain all of your traits. On a success, you assume that creature's appearance for a maximum of 10 times your Proficiency bonus in minutes. This transformation requires Concentration.

Half-Marai

Your Vastaya heritage has brought out a Marai trait in you:

Heritage of the Deep. You can breathe on land as well as in water, and combat underwater does not inflict movement penalties or disadvantages on you. While underwater, you have darkvision of 60 feet. Additionally, a number of times equal to your Proficiency bonus per full rest, you can use your action to trigger a sonar blast, unleashing a 10-foot cone that deals 1d4 + half your proficiency bonus + your Constitution modifier thunder damage. All creatures within range must make a Constitution saving throw with DC 8 + your proficiency bonus + your Constitution modifier or take that damage. On a success, they only take half that damage. Deaf creatures have advantage on this saving throw.

Half-Shimon

Your Vastaya heritage has brought out a Shimon trait in you:

Simian Heritage. You can reroll a failed Strength, Dexterity or Constitution check a number of times equal to half your proficiency bonus per full rest. Additionally, your unarmed strikes have their damage increased by one category.

Half-Fauhwoon

Your Vastaya heritage has brought out a Fauhwoon trait in you:

Protector Heritage. You have a smaller pair of horns than the Fauhwoon. The horns deal 1d4 + your Strength modifier in bludgeoning damage. Additionally, whenever you heal or otherwise protect an ally using an action or a bonus action, your next melee attack's damage increases by one on the scale and deals your proficiency bonus as additional damage.

Half-Ottrani

Your Vastaya heritage has brought out an Ottrani trait in you:

Stellar Heritage. As an action, you can heal a creature within 30 feet of you by spending a Hit Dice, doing so you take half the amount healed as damage to yourself (this damage cannot be reduced or mitigated). You can spend an amount of dice equal to half your proficiency bonus per full rest. Additionally, you can touch a creature within 5 feet of you to heal it for a number of hit points equal to half your proficiency bonus + half your Wisdom modifier. You can use this ability a number of times equal to half your Proficiency bonus per full rest.

Half-Kiilash

Your Vastaya heritage has brought out in you a Killash trait:

Predatory Heritage. You have claws and fangs that can be used as weapons, and you are proficient with both. Your claws deal 1d4 + half your proficiency bonus + your Dexterity or Strength modifier slashing damage, and your bite deals 1d6 + half your proficiency bonus + your Strength modifier piercing damage. Additionally, you see in dim light up to 30 feet as if it were bright light and in the dark as if it were dim light. You cannot discern colors in the dark, only shades of gray.

Half-Lhotlan

Your Vastaya heritage has brought out in you a Lhotlan trait:

Aerial Heritage. When performing high jumps, you can jump a number of times equal to up to 3 + one and a half times your Strength modifier (minimum of 1) feet in height. Additionally, you can use a bonus action to create 1 sharp feather and use it as a dagger, dealing your Proficiency bonus as additional damage to attacks you make with it. You can do this a number of times equal to half your Proficiency bonus per full rest. You may keep a number of Plumdaggers equal to your Proficiency bonus.

Elemental Nativity

You possess within your essence an elemental force that is part of your being, provided by some contact of your origin with the element or even an experiment. When choosing this Variant Heritage, you must choose between the following options:

Stormborn

  • You gain resistance to Extreme Heat and Cold
  • You gain lightning damage reduction equal to your proficiency bonus.
  • When you take lightning or plasma damage, even if you are immune, half of the base damage taken is converted to temporary hit points for a number of turns equal to half your proficiency bonus.

Iceborn

  • You gain immunity to Extreme Cold and resistance to Extreme Heat.
  • You gain Cold damage reduction equal to your proficiency bonus.
  • You make checks to use true ice with advantage and you use double your Constitution modifier for the duration. Additionally, cold or frost damage you deal has its damage increased by 1 category.

Fireborn

  • You gain immunity to Extreme Heat and resistance to Extreme Cold.
  • You gain Fire damage reduction equal to half your proficiency bonus.
  • When you are reduced to 0 hit points but do not die immediately, you may be reduced to 1 hit point instead. You can only use this ability once per full rest.

Nebulon

You are a Nebulon, your real composition is gaseous, which means you can easily disperse if you are not in a closed container, therefore you use a mechanical body, adapting completely to it and being part of the Construct origin.

You gain all the traits of a Construct of the chosen Model, but because you belong to that origin, you gain the following modifiers:

  • Long Memory: You are probably more than a few hundred years old. Choose a skill to gain expertise and 2 languages.
  • Non-Humanoid Essence: You receive only half the hit points from the repair damage spell.
  • Centurian Mind: You make saving throws against mind control effects and behavioral conditions with advantage. The following are considered Behavioral Conditions: Frightened, Charmed, and Provoked.
  • Gasseous: You gain exhaustion points as normal, but they are applied to your robotic body instead of you. Upon reaching 10 levels of exhaustion, you do not die, but your robotic body stops functioning, and you are rendered Stunned until you eliminate levels of exhaustion.


Technological Progression

Your body has been altered through irreversible procedures. While you were originally a normal member of your origin, your body has now been altered through some process. When choosing this Heritage, you must choose between possessing a power source, a Hex Core or a Chemical Source, your choice will determine the benefits you have:

Stable. You have a power source from a Stable source found somewhere in your body. Choose 1 item from the Technological Advantages list of the Technological Variant.
Unstable. You have a power source from an Unstable source found somewhere in your body. Choose 2 items from the Technological Advantages list of the Technological Variant and 1 item from the Technological Disadvantages list of the Technological Variant.

When choosing this Variant after the first time, you can choose to receive a new energy source, granting you all of its characteristics or simply improve the source you have by receiving new Technological Advantages. If you choose the Unstable source a second time, you can choose between receiving 1 Technological Advantage or 2 Technological Advantages and a new Technological Disadvantage.

Once you choose this Variant Heritage during character creation, as you gain new Origin points at later levels, you can choose to spend those points on improving this Variant Heritage.

Energy Sources

Each region at certain points in time may have several sources of techmaturgical energy, especially regions that have cultural exchanges with others. Below is a suggestion of sources of techmaturgical energy, one stable and one unstable, based on the regions.

The distinction between Stable and Unstable is mainly linked to historical contexts, how in-depth the science that uses this source is or how consistent the results obtained by it are.

Bilgewater

  • Stable. Buhru Magic
  • Unstable. Maritime Implants

Demacia

  • Stable. Petricite
  • Unstable. Azakana

Freljord

  • Stable. True Ice
  • Unstable. Dark Ice

Ionia

  • Stable. Nature
  • Unstable. Azakana or Chemtech

Ixtal

  • Stable. Axiomata
  • Unstable. Flora

Noxus

  • Stable. Hemomancer
  • Unstable. Azakana or Chemtech

Piltover and Zaun

  • Stable. Hextec
  • Unstable. Chemtech

Shurima

  • Stable. Ascended Technology
  • ’’’Unstable’’’. Baccai Technology

Targon

  • Stable. Celestial
  • Unstable. Crystal

You can choose this Variant more than once to choose a new energy source, granting you all of its features.

Advantages of the Technological Variant

  • Climbing Adaptation. You gain a climbing speed equal to half your walking speed.
  • Underwater Adaptation. You can breathe both air and water and gain a swimming speed equal to half your walking speed.
  • Integrated Weapon. Technologically-enhanced creatures can replace a limb of their body with a melee or ranged weapon that is in your starting equipment, you use that weapon normally. This perk can be chosen more than once.
  • Natural Weapons. You have claws that can deal 1d8 + your Strength modifier slashing damage, and fangs that can deal 1d6 + your Strength modifier piercing damage.
  • Ink Sac. You can use an attack to make a special ranged attack to blind a creature within your line of sight within 15 feet of you if that creature fails a DC 12 Dexterity saving throw. Creatures that don't require sight are unaffected by this attack, and affected creatures must use an action to wipe away the ink. This ability works differently underwater: as a bonus action, you can create an area of ​​heavy obscuration within 5 feet of you. You can use this ability a number of times equal to half your Proficiency bonus per long rest. You can choose this ability more than once.
  • Carapace. Your skin has an additional covering. You gain damage reduction equal to half your proficiency bonus, excluding true and spiritual damage. You do not reduce damage taken through conditions.
  • Adaptive Defense. Using a bonus action, you send a command to your power source, causing it to emit a field that protects you from attacks for 1 minute. When sending the command, you must direct it to physical or magical attacks; attacks of the chosen type have disadvantage against you (if the attack requires a saving throw, you make the same with advantage). You can use this feature a number of times equal to half your proficiency bonus for Full Rest.
  • Chromatic Epidermis. You have advantage on Stealth checks you make to hide. Additionally, while unarmored, you can attempt to hide even without light or heavy cover, as long as you remain stationary.
  • Maneuver Hook. You have a hook attached to a 60-foot long metal line. As an action, you can fire the grappling hook at a surface within range, latching onto it. Additionally, as a bonus action, you can break free and leap to a target within 15 feet of you, making a melee attack against that target.
  • Frozen Age. Your physical age may not match the years you've lived, unlike a normal human.
  • Robotic Limb. You have 1 mechanical upper limb somewhere on your body and you have control over it normally. This advantage can be chosen more than once for additional members. See Chapter 9 - Multiple Limbs for rules on combat with additional limbs.
  • Patagium. You have membranes that act like fins and can be used like wings to slow your fall or allow you to glide. If you take a fall and are not Incapacitated, you can subtract up to 100 feet from the fall damage calculation, you can also move 2 feet forward for every 1 foot you are falling.
  • Intoxicating Skin. Any creature that grabs you or comes into direct contact with your skin must pass a DC 12 Constitution saving throw or be Intoxicated for 1 minute. An Intoxicated creature that is no longer in contact with your skin can repeat the saving throw at the end of its turn, ending the effect on a success.
  • Metallic Protection. You have coated your skin with a metallic alloy that grants you natural protection. As long as you are not wearing any armor, your AC equals 13 + your Dexterity modifier.
  • Superior Sense. Technologically Enhanced creatures have advantage on Perception checks through hearing, smell or sight.
  • Darkvision. Your eyes have been replaced by cameras with the ability to adapt to darkness. You see in dim light up to 30 feet as if it were bright light and in the dark as if it were dim light. You cannot discern colors in the dark, only shades of gray.

Disadvantages of the Technological Variant

  • Breathing Apparatus. You have trouble breathing normally, and you need a device to help you with this vital process. If your device breaks or you are without it, you have disadvantage on Constitution saving throws related to breathing. You use only half your Constitution modifier rounded down, if the value is positive, to hold your breath and when suffocating. The device is waterproof, and if it breaks, it takes 1 hour of work and a successful DC 10 check using Inventor's Tools to fix it.
  • Pipes and Smoke. You have pipes coming out of your body and smoke comes out of them. When you roll a Stealth check, you have disadvantage due to the smoke from the pipes.
  • Death Face. You suffered an accident, whether or not resulting from your modification, causing a facial deformity. You have disadvantage on Persuasion and Deception checks.
  • Madness. You suffered a trauma upon awakening from your modification. You make a roll and gain a madness effect from the Permanent Madness table. Additionally, together with your Master, you must define a trigger that reminds you of your trauma. When exposed to this trigger, the Master may ask you to roll on the Short- or Long-term Madness table. You gain an effect for the duration of the table.
  • Shapeshifter. Your appearance is very different from that of a human, whether you are a human with animal characteristics or an animal with human characteristics.
  • Voice Modulator. You are unable to speak, so you use a device that replaces your voice. You have disadvantage on Performance checks related to your voice.
  • Bloodlust. You have an obsession with blood, whether to consume it, smell it in the air, or simply a strong desire to spill more and more blood. You have a very sensitive sense of smell to detect blood. When coming into contact with a quantity of blood, the Master may ask once a day for a Wisdom saving throw DC following the table. On a failure, you lose control and the Master assumes control of your character as any other NPC for up to 10 minutes
Amount of Blood DC
10ml to 100ml 5
101 ml to 1L 10
1,1L to 10L 15
10,1L or more 20
  • Overload. If you roll a 1 on the die, roll another d20. If you roll a number lower than 7, you gain 1 point of exhaustion.
  • Chemtech Tubes. You have several tubes attached to your body, making you vulnerable to certain attacks. When you receive a critical hit, you become Weakened until you spend 1 action repairing the damage to the tubes.

Technological Threshold

By receiving successive modifications to your body, it gradually ceases to be considered a body of its Origin. When the number of modifications is high, it can even end up transforming into its organic essence, passing the threshold of its origin. These modifications can be derived from Inheritances, Enhancements and even modifications made within history that grant Technological Advantages.

If you choose a Stable source and receive 5 advantages, you are considered a Living Construct and receive the following modifiers:

  • Resistance to poison and poison damage
  • Immunity to non-magical diseases
  • Does not need to eat, drink or breathe
  • Does not need to sleep, does not suffer exhaustion effects due to lack of rest and is not affected by sleep magic
  • Heals only half of your health with healing spells and effects. The repair damage spell heals normally.

If you choose an Unstable source and receive 5 advantages, you are considered a Mutant and receive the following modifiers:

  • Your type becomes Mutation
  • Resistance to poison and poison damage
  • Immunity to non-magical diseases
  • Your daily need to eat and drink is halved
  • You are not affected by the sleep spell

A character who has both energy sources and receives advantages must choose which will be dominant, Stable or Unstable, this change is irreversible.

Risen

The half-Azakan and half-Kanmei are very close because the difference between a sense of mission and obsession is quite tenuous. The Spectrals, on the other hand, end up returning to the physical world in a different way, without the intercession of Kanmei or Azakanas, often through other even more powerful entities such as Nagakabouros, potent magical substances such as Cage-Fish liquid or even through pure magic, be it Spiritual or Celestial.

You can choose this Heritage at the time of your character creation or if you die at higher levels, if your Master allows it. When choosing it at higher levels, you must give up one of your Heritages and replace it with this one. Choose between becoming a Specter, Half-Azakana or Half-Kanmei, receiving the following modifiers:

Specter

Life happened. But yours came to an end, and with that, some form of necromantic energy was able to bring you back, either through obsession or a sense of justice. You still have scores to settle, but thanks to the energy of the world of the dead, you ended up returning as a Specter. You receive the following characteristics:

  • You can speak the Ochnum language.
  • Shadow Resilience. You are immune to natural diseases and poison, you receive only half the value from healing spells and effects, you gain absorption to necrotic damage and resistance to poison damage, but you are vulnerable to radiant damage, gold weapons, and silver weapons.
  • You are now affected by spells, abilities, or any other effect that works on undead. Class abilities such as Turn and Destroy Undead from the Spirit Rite Acolyte have their rules modified for you as described below.

Turn and Destroy Undead. As they are undead, specters are susceptible to spells that affect this type of creature, this includes the Liturgy responsible for Turning or Destroying Undead, however the mechanics for this are slightly different.

For the Turn Undead feature of the Spiritual Rite Acolyte, if you fail the save, instead of running away as best you can, you just become Frightened of the person who used the ability and will avoid approaching them.

For the Spirit Rite Acolyte's Destroy Undead feature, if you fail the save, you take damage based on the CR that the ability could destroy according to the table below.

Damage from Destroy Undead
Destroys Undead of CR Damage Received
1/2 or less 1d10 radiant damage
1 or less 2d10 radiant damage
2 or less 3d10 radiant damage
3 or less 4d10 radiant damage
4 or less 5d10 radiant damage

This Heritage can be chosen a second time starting at 5th level, granting the following modifiers:

  • Alternation. Using an action, you can move through other creatures and objects as if they were difficult terrain. For 1 minute, you become immune to nonmagical attacks and can still cast spells, but you are unable to make physical attacks. If you end your turn inside a creature or object, you take 1d10 force damage and are pushed to the nearest unoccupied space. You can only take this action a number of times equal to your Proficiency bonus from a long rest.
  • You take only half the damage dealt by Smite Undead

Half-Azakana

You have died. But something in the spirit world has stirred your existence and your essence, causing part of it to merge with that of a creature from the spirit world, an Azakana. An evil entity that preys on the most terrible emotions of living beings. Although you have become partially an infernal creature, this does not mean that you have become evil. You gain the following characteristics:

  • You can read, write, and speak the Demon language.
  • Infernal Resilience. You have resistance to fire and necrotic damage. If you already have resistance to either of these damages, you gain immunity instead. In addition, you are vulnerable to radiant damage, gold weapons, and silver weapons.
  • You are now affected by spells, abilities, or any other effect that works on fiends.

This Heritage can be chosen a second time only during character creation, granting the following modifiers:

  • Aura of Fear. Your mere presence can terrify other creatures. Using an action, you can create an aura around you in a 30-foot radius centered on you, this aura lasts for up to 1 minute or until you become Incapacitated. Creatures that are in this area, start their turn within it, or enter it must make a Wisdom saving throw DC 10 + your proficiency bonus + half your character level. On a failed save, the creature is Frightened of you until the end of this aura's duration. An affected creature can repeat the saving throw at the start of each of its turns to end this condition. On a successful save, the creature is immune to this effect for the next minute. You can use this ability a number of times equal to your Proficiency bonus per full rest.
  • You no longer have vulnerability to radiant damage.

Half-Kanmei

Your spirit has ascended. The spirit world is a complex terrain, sometimes some people reach it after their disembodiment, but a greater and noble motivation makes their sense of duty not let them rest. Kind spirits, Kanmei, may approach you and perceive sincerity and kindness in your mission, giving up part of their essence so that you can return to the physical world and fulfill your role. You receive the following characteristics:

  • You can read, write, and speak the Spirit language.
  • Spiritual Resilience. You have resistance to radiant damage; if you already had resistance, you gain immunity instead. You have advantage on saving throws to resist any effect that would cause you to be charmed. You are also vulnerable to necrotic damage.
  • You are now affected by spells, abilities, or any other effect that works on spirits.

This Heritage can be chosen a second time only during character creation, granting the following modifiers:

  • Super Buddy. You have a natural supernatural charm, something practically ethereal. Using an action, you can attempt to charm a creature within 60 feet of you that can see or hear you. That creature must make a Wisdom saving throw DC 10 + your proficiency bonus + half your character level. On a failed save, the creature becomes Charmed by you for the next minute, and can repeat the saving throw at the end of each of its turns to end this condition. Only one creature can be Charmed at a time. You can use this ability a number of times equal to your Proficiency bonus per full rest.
  • You are no longer vulnerable to necrotic damage.