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Criaturas - Prévia 0.96/en: mudanças entre as edições
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Criou página com 'Thanks to its long lifespan, this creature is able to patiently decipher movement patterns and detect flaws in enemy defenses, signaling to its allies. When this creature performs an attack action, it leaves the enemy marked as part of the action; allied creatures can make attack rolls with advantage against marked creatures. When activating this rune as a bonus action, the creature emits a strong signal, either by roaring, shooting sparks of power into the air, or manif...' |
Criou página com 'This creature is an extraplanar being that grows in power with its bearer. For every 5 levels (5/10/15/) of the player, the mystical familiar gains one of the following abilities. *When the familiar has less than ¼ of its maximum health points, it becomes invisible for 1 minute. After this rune is activated for the first time, it can only be activated again when the familiar's caster takes a short, long, or full rest. *Using a bonus action, the familiar can grant a crea...' |
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(16 revisões intermediárias pelo mesmo usuário não estão sendo mostradas) | |||
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*'''Retreat'''. The creature can move half its speed as if it were using the disengage action. | *'''Retreat'''. The creature can move half its speed as if it were using the disengage action. | ||
'''Enhancements''': Whenever you choose this rune more than once, the creature gains one additional activation of the rune. | |||
''' | |||
'''Runic Dedication'''. When taking this rune for the 7th time, the creature can choose up to two additional enemy creatures on the battlefield to also be marked. All friendly creatures within 30 feet receive +2 on attack rolls and saving throws against effects, as long as they remain within this area and ignore difficult terrain. | |||
''' | ====Bloodlust==== | ||
==== | '''Uses'''. Half Proficiency.<br/> | ||
''' | '''Imposing'''. This variant appears to be a more savage and unstable version than usual, either due to a flaw in its creation or a thirst for battle acquired through trauma or extensive battles, either way its gaze appears to have no life, only a scarlet glow and constant sounds of fury echoing through the twisted and trembling shadow of its thirsty form to attack everything and everyone in its presence. | ||
''' | |||
This creature is more aggressive and destructive by nature than others of its kind, sometimes reveling in it and going into a battle rage whenever the opportunity arises. Whenever this creature makes an attack roll or forces an enemy creature to make a saving throw and deals damage in the process equal to or greater than 1/3 of the target's maximum health, the target creature becomes Bloodied and marked for 1 day, requiring a Medicine Check (with a DC of 8 + Half the creature's CR) to stop the source of the bleeding. While marked, the creature with this rune always knows its location even if it cannot hear or see the creature. In addition, when activating this rune as a bonus action, the creature can choose to receive a bonus on its hit or damage rolls equal to its CR. In the event of a critical hit, the creature can keep the rune activated and use it on its next attack. | |||
'''Enhancements''': When taking this rune more than once, the creature gains an additional activation. | |||
''' | |||
'''Runic Dedication'''. When picking up this rune for the 7th time, the creature can make an additional attack equal to the number of activations in a combat. | |||
''' | |||
====Transcendent Being==== | |||
==== | '''Uses'''. Half Proficiency.<br/> | ||
''' | '''Imposing'''. The creature appears to be a more radiant and wise version of its peers, possessing a calming and familiar gaze and an aura or manifestation of primal power linked to its nature that orbits it, such as stars of cosmic dust, bubbles of water, or spheres of energy. | ||
''' | |||
Compassionate beings are usually found in refuges or sanctuaries providing healing and relief to those who seek it, some creatures are born with this potential and can use it in their need or in others. By activating this rune as a bonus action the creature gains 3 spheres that circulate around it, by doing so the creature can use a bonus action to grant a target creature within 45 feet 3d8 + its CR in temporary hit points and truesight as long as the temporary hit points are not reduced to 0. When activating this rune the creature can spend one of its spheres as part of the same activation bonus action. | |||
'''Enhancements''': When taking this rune more than once, the creature gains an additional activation. | |||
''' | |||
'''Runic Dedication'''. When taking this rune for the 7th time, the creature gains 1 additional sphere per activation and its temporary hit dice are now 9d8. | |||
''' | ====Arcane Suppression==== | ||
==== | '''Uses'''. Half Proficiency.<br/> | ||
''' | '''Imposing'''. This creature is a very rare variant among its peers, possessing materials either implanted or growing naturally in its bodies that allow it to suppress magic and magical effects. Other creatures feel uncomfortable or even weak around its presence. | ||
''' | |||
By choosing this rune, the Creature gains a 5-foot antimagic aura around it as long as it is not stunned, incapacitated, or unconscious. In addition, when activating this rune, the creature can choose a target of its choice as long as it can see it to suppress its magic or make it an invalid target for spells, granting any spells or magical effects on the creature for 10 minutes. | |||
'''Enhancements''': When taking this rune more than once, the creature gains an additional activation of the rune. | |||
''' | |||
'''Runic Dedication'''. When taking this rune for the 7th time, the creature gains a 10-foot anti-magic area and can target all creatures it can see instead of 1 in its activation. | |||
''' | |||
====Territorial Outbreak==== | |||
=== | '''Uses'''. Half Proficiency.<br/> | ||
''' | '''Imposing'''. This creature appears to be a slightly larger and more damaged version of its peers, but don't let the scars and marks of ancient battles fool you; this creature may have its natural weapons more developed and rigid, horns, claws, barbed fangs or even ancient weapons still embedded in its flesh. | ||
''' | |||
For some creatures, the territory is their place of refuge and sacredness. Many of them prefer to die rather than have their soil desecrated by invaders. Some of them stand out, especially those that use this rune, gaining an outburst of aggression towards invaders. A creature that has the territorial outburst causes it to activate innately every time it enters combat. At the start of each turn of this creature, it recovers the average of its hit die in hit points if it has at least 1 hit point. In addition, the creature can choose to enter as a bonus action a state of '''Territorial Frenzy''' equal to 1/3 of its CR (minimum of 1) turns. By doing so, the creature gains an additional extra attack as if it had multiple attacks with any weapon, whether natural or not, for every two creatures within its territory (If the creature has multiple attacks, one more attack is added). | |||
'''Enhancements''': By taking this rune more than once, the creature gains an additional activation in its Territorial Frenzy state. | |||
''' | |||
'''Runic Dedication'''. When taking this rune for the 7th time, the creature now has the recovery per turn of this rune equal to the average of 4 hit dice + its constitution modifier and in addition, the creature is constantly in its Territorial Frenzy pushing creatures smaller than it by 5 feet or 10 feet on a critical. | |||
''' | ====Ravenous==== | ||
==== | ''Prerequisite: Soldier, Elite or Pinnacle.'' | ||
'' | |||
'''Uses'''. Half Proficiency.<br/> | |||
''' | '''Imposing'''. This creature appears to be in a state of perpetual hunger. Dark, purple, or green saliva constantly drips and splatters from its fangs while its claws glow with a pulsing, hungry energy. Its presence drains the energy around it, leaving the surroundings cold and devoid of life. The sound of panting and hungry noises echoes as its hunger seems never to be sated. | ||
''' | |||
Once per turn, when hitting an enemy with a melee attack, the creature can use its reaction to activate this rune and drain the target's life essence, the creature taking 5d10 necrotic damage, and the creature gaining Temporary Hit Points equal to the damage dealt. | |||
'''Enhancements''': Whenever you choose this rune more than once, the creature gains one additional activation. | |||
''' | |||
'''Runic Dedication'''. When picking up this rune for the 7th time, the creature can activate this rune as a bonus action, gaining its effect until the end of the turn. Every time it hits a creature, temporary hit points from this rune start to accumulate. | |||
''' | ==Runes for Familiars== | ||
== | When casting or making a pact, both essences mix. | ||
===The Special Companion=== | |||
=== | ''Prerequisite: Familiar.'' | ||
'' | |||
When a caster summons a Familiar, a unique bond is created between both, this bond grants a certain synergy between essence and magic. When summoning a familiar, the caster can choose a familiar bond, this bond is maintained by the familiar until the caster's next full rest or when the familiar dies. | |||
*'''Defensive Bond''': This familiar has a bond with the caster as a second part of it. When summoning this familiar, it gains a bonus of vitality points equal to half the caster's maximum level. In addition, whenever the caster linked to this familiar casts a spell that has a debilitating condition, the familiar's next attack on the target creature grants -1d4 on the spell's next saving throw. | |||
*''' | *'''Offensive Bond''': This familiar is linked to the strong emotions of its caster against its enemies. Whenever the caster linked to the Familiar casts a spell that deals damage, the familiar's next attack is increased by 1d4 for each spell level, with the damage of this attack being the same as the spell cast. If the spell has no damage, the damage of this attack is Energy. | ||
*''' | *'''Exploring Bond''': This familiar is linked to the caster's desire for adventure. The range of shared senses is doubled, in addition the familiar gains 30 feet of darkvision, if the familiar already has darkvision then it gains an additional 30 feet and its movement is increased by 5 feet for each level of the caster. | ||
*''' | ===The Mystic Companion=== | ||
=== | ''Prerequisite: Pact Mystic Familiar.'' | ||
'' | |||
This creature is an extraplanar being that grows in power with its bearer. For every 5 levels (5/10/15/) of the player, the mystical familiar gains one of the following abilities. | |||
*When the familiar has less than ¼ of its maximum health points, it becomes invisible for 1 minute. After this rune is activated for the first time, it can only be activated again when the familiar's caster takes a short, long, or full rest. | |||
* | *Using a bonus action, the familiar can grant a creature within 20 feet of the familiar 30 feet of flying movement and an extra attack on the creature's next turn. | ||
* | *Using a bonus action, the familiar can make an attack on a creature within 30 feet of it, causing 4d8 damage. If the familiar is demonic, the damage is Nightfall, or if the familiar is Fey, the damage is Luminary. Additionally, the target creature upon taking damage must make a DC 18 Charisma saving throw; if it fails, the creature is Restrained until the end of its next turn. | ||
* | |||