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Criaturas - Prévia 0.96/en: mudanças entre as edições
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Criou página com '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...' |
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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(5 revisões intermediárias pelo mesmo usuário não estão sendo mostradas) | |||
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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). | 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. | ||
* | |||