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This Article is in accordance with the '''version 0.92''' of [https://runarcana.org Runarcana RPG]
This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG]
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[[Categoria:0.92]]
[[Categoria:0.94]]


<blockquote>
<blockquote>
''Finally, the expected day had arrived. The acolyte had been waiting for him since his ordination, knowing that, on that date, once again, the Black Mist would spread beyond the Shadow Isles. It would reach the beaches of Bilgewater, just as it had fifteen years ago when that evil smoke entirely consumed his family.''
''Finally, the long awaited day had arrived. The acolyte had been waiting for it since his ordination, knowing that, on that date, once again, the Black Mist would spread beyond the Shadow Isles. It would reach the beaches of Bilgewater, just as it had fifteen years ago when that evil smoke entirely consumed his family.''


''However, unlike fifteen years ago, the acolyte carried the understanding of the space between life and death, the knowledge of the flow of everything that exists and, more importantly, he knew how to restore that flow and this time he would not have to be saved by his mentor (and sometimes hangwoman) like a helpless puppy.''
''However, unlike fifteen years ago, the acolyte carried the understanding of the space between life and death, the knowledge of the flow of everything that exists and, more importantly, he knew how to restore that flow and this time he would not have to be saved by his mentor (and sometimes hangwoman) like a helpless puppy.''


''When the first signs of the mist appeared on the horizon, he looked again at the bronze-adorned stone idol he carried with him and closed his eyes in prayer to Nagakabouros, but not to ask for help or strength, but to understand his role at that moment and be able to fulfill its function in continuing what had had its flow blocked, destroying the fog that imprisoned the souls of the dead and giving them movement again.''
''When the first signs of the mist appeared on the horizon, he looked again at the bronze-adorned stone idol he carried with him and closed his eyes in prayer to Nagakabouros, but not to ask for help or strength, but to understand his role at that moment and be able to fulfill his hole in continuing what had had its flow blocked, destroying the mist that imprisoned the souls of the dead and giving them movement again.''
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==The Legend of Healing==
==The Legend of Healing==
The legends about this path say that it started when a celestial being decided to make his home on the earthly plane, walking through Runeterra and preaching actions and a word of healing to the ills caused by differences and ignorance of living beings. This celestial being was in all realms and in each of them the tradition was maintained, connecting to the characteristics of that land.
The legends about this path say that it started when a celestial being decided to make his home on the earthly plane, walking through Runeterra and preaching actions and a word of healing to the illnesses caused by the differences and ignorance of living beings. This celestial being was in all realms and in each of them the tradition was maintained, connecting to the characteristics of that land.


The knowledge passed by this celestial being was not limited to the healing of mortals, but was expanded by its practitioners who also learned to heal animals, plants, and the earth itself, channeling these outer forces in an increasingly skillful and differentiated way.
The knowledge passed by this celestial being was not limited to the healing of mortals, but was expanded by its practitioners who also learned to heal animals, plants, and the earth itself, channeling these outer forces in an increasingly skillful and different way.


In each of these rites, the healing traditions are maintained, however, each has a different focus on how to provide this healing for all, whether by re-establishing the natural cycle of life or even through faith in a saving figure.
In each of these rites, the healing traditions are maintained, however, each has a different focus on how to provide this healing for all, whether by re-establishing the natural cycle of life or even through faith in a saving figure.


==Religion and Cult==
==Religion and Cult==
Although acolytes in some cases connect to spirit entities, whether they are deities or not, in many cases they only connect to certain powers worshiped in Runeterra. This connection does not always mean that a cult or a religion is established around it. In some cases such as the Spiritual Rite, there is a structure that connects to the Rite, which is an expression of the spirituality of a cult, however, the Rite of the Forge is an example of a Rite that is not structured as a cult in the way are seen traditionally.
Although acolytes in some cases connect to spiritual entities, whether they are deities or not, in many cases they can only connect to certain powers worshiped in Runeterra. This connection does not always mean that a cult or a religion is established around it. In some cases such as the Spiritual Rite, there is a structure that connects to the Rite, which is an expression of the spirituality of a cult, however, the Forge Rite is an example of a Rite that is not structured as a cult in the way traditionally seen.


In practice in Runeterra, this means that although there may be religious from different backgrounds, they are not always Acolytes, this can vary immensely from region to region, with an Acolyte from the Ionian Nature Rite being significantly different from one originating in a remote region of Demacia for example.
In practice in Runeterra, this means that although there may be religious from different backgrounds, they are not always Acolytes, this can vary immensely from region to region, with an Acolyte from the Ionian Nature Rite being significantly different from one originating in a remote region of Demacia for example.
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| style="font-weight:bold;" | 2nd
| style="font-weight:bold;" | 2nd
| style="text-align:left;" | Rite Feature, Effluvium (1/ rest)
| style="text-align:left;" | Rite Feature, Liturgy
| 3
| 3
| 6
| 6
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| 6th
| 6th
| style="text-align:left;" | Rite Feature, Effluvium (2/ rest)
| style="text-align:left;" | Rite Feature, Liturgy
| 4
| 4
| 18
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| 18th
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| style="text-align:left;" | Effluvium (3/ rest)
| style="text-align:left;" | Liturgy
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* ''(a)'' a mace or ''(b)'' a light hammer
* ''(a)'' a mace or ''(b)'' a light hammer
* ''(a)'' scale mail, ''(b)'' leather armor ou ''(c)'' chain mail (if you are proficient)  
* ''(a)'' scale mail, ''(b)'' leather armor or ''(c)'' chain mail (if you are proficient)  
* ''(a)'' a light crossbow and 20 bolts or ''(b)'' any simple weapon
* ''(a)'' a light crossbow and 20 bolts or ''(b)'' any simple weapon
* ''(a)'' an priest's pack or ''(b)'' dungeoneer's pack
* ''(a)'' a priest's pack or ''(b)'' dungeoneer's pack
* A light shield and a holy symbol
* A light shield and a holy symbol


==Spellcasting==
==Spellcasting==
As a channel of spiritual power, you can cast Acolyte spells. See Chapter 10 for general spellcasting rules and spells lists.
As a channeler of spiritual power, you can cast Acolyte spells. See Chapter 10 for general spellcasting rules and spells lists.
 
==Full Spellcasting==
The acolyte is a full spellcaster, this means that starting from the 2nd level, when he gains an element he can also gain the Mystery to which the element belongs. While other spellcaster only gain access to new elements when they only receive access to new elements, needing access to new mysteries to gain access to their spell list, when an Acolyte gains a level, if they have gained an element, be it through enhancements or other characteristics, they can choose an element they have access to and gain access to it's Mystery.  


====Spells Lists====
====Spells Lists====
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====Mana====
====Mana====
The Acolyte table shows the amount of Mana Points you have available to cast your spells. To cast a spell, you must spend an amount of Mana Points equal to the spell's level as explained in Chapter 10: Magic. You recover half your Acolyte level (minimum 1) + your Wisdom modifier in Mana Points upon completing a short rest and all your Mana Points upon completing a long rest.
The Acolyte table shows the amount of Mana Points you have available to cast your spells. To cast a spell, you must spend an amount of Mana Points equal to the spell's level as explained in Chapter 10: Magic. You recover half your Acolyte level (minimum 1) + your Wisdom modifier in Mana Points upon completing a short rest and all your Mana Points upon completing a full rest.


For example, if you want to cast the 1st-level spell ''cure wounds'' you must spend 2 Mana Points to cast it, but if you want to cast it as a higher-level spell, instead of the 2 points, you must spend an amount of Mana Points equal to the desired level, such as 3 points to cast it as a 2nd-level spell or 5 to cast it at 3rd-level.
For example, if you want to cast the 1st-level spell ''cure wounds'' you must spend 2 Mana Points to cast it, but if you want to cast it as a higher-level spell, instead of the 2 points, you must spend an amount of Mana Points equal to the desired level, such as 3 points to cast it as a 2nd-level spell or 5 to cast it at 3rd-level.
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====Ritual Casting====
====Ritual Casting====
You can cast any Acolyte spell you know as a ritual if it has the ritual descriptor.  
You can cast any Acolyte spell you know and is prepared as a ritual if it has the ritual descriptor.  


====Spellcasting Focus====
====Spellcasting Focus====
You can use a holy symbol (found in Chapter 6: Equipment) as the spellcasting focus for your Acolyte spells.  
You can use a holy symbol (found in Chapter 6: Equipment) as the spellcasting focus for your Acolyte spells.


==Rite==
==Rite==
At 1st level, you choose to follow one of the Acolyte Rites. Choose from the Feral Essence Rite, the Forge Rite, the Nature Rite, the Sepulture Rite, the Spiritual Rite, the Stars Rite, the Storm Rite, or the Tides Rite, all detailed at the end of this Class description. Your choice will grant you features at the 1st level and again at the 2nd, 5th, 6th, 8th, 11th, 14th, 17th, and 20th level.  
At 1st level, you choose to follow one of the Acolyte Rites. Choose from the Spiritual Rite, the Stars Rite, the Forge Rite, the Tides Rite, the Nature Rite, the Sepulture Rite or the Storm Rite, all detailed at the end of this Class' description. Your choice will grant you features at the 1st level and again at the 2nd, 5th, 6th, 8th, 11th, 14th, 17th, and 20th level.  


:'''Rite Spells'''
:'''Rite Spells'''
:Each Rite has a list of spells – the Rite Spells – that you acquire at the levels specified by your Rite. When you gain a Rite Spell, you always have it prepared, and that spell doesn't count for the maximum number of prepared spells. If you have a Rite Spell that doesn't appear on the Acolyte spell list, it's still an Acolyte spell for you.  
:Each Rite has a list of spells – the Rite Spells – that you acquire at the levels specified by your Rite. When you gain a Rite Spell, you always have it prepared, and that spell doesn't count for the maximum number of prepared spells. If you have a Rite Spell that doesn't appear on the Acolyte spell list, it's still an Acolyte spell for you.


==Effluvium==
==Liturgy==
At the 2nd level, you can channel effluvium directly from your mystic source, using it as fuel for magical effects. You start with two effects: Preserve Life and an effect determined by your Rite. Some Rites confer additional effects as you level up, as stated in the description of each Rite. When you use your Effluvium, you choose which effect you want to create. You need to finish a short or long rest to use this feature again. Some effects require saving throws. When you use one of these effects, the DC equals yours spell save DC.  
At the 2nd level, you can channel liturgy directly from your mystic source, using it as fuel for magical effects. You start with two effects: Preserve Life and an effect determined by your Rite. Some Rites confer additional effects as you level up, as stated in the description of each Rite. When you use your Liturgy, you choose which effect you want to create. You need to finish a short or long rest to use this feature again. Some effects require saving throws. When you use one of these effects, the DC equals yours spell save DC.


Starting at the 6th level, you can use your Effluvium twice between rests, and starting at the 18th level, three times. You regain all uses of this feature when you finish a short or long rest.
==Sacred Calling==
Not all acolytes act the same regarding their faith. Some seek to study spirituality by knowing and deepening it, while others propagate their faith through miracles and works, some dedicate themselves to protecting the faith, fighting when necessary. Upon reaching 2nd level in this class, you must choose between:
* '''''Protector.''''' You are dedicated to protecting the word. You gain Proficiency with Martial Weapons and Heavy Armor. You can use your Liturgy to imbue your body with your faith by spending an Liturgy, for a number of rounds equal to your proficiency bonus, your weapon attacks deal your base Pulse dice in additional force damage.
* '''''Studious.''''' You dedicate yourself to studying the word. You gain proficiency with two skills of your choice from: Arcana, History, Nature, Persuasion and Religion. When you make a check for those skill, you gain a bonus equal to your Wisdom modifier. You can use your Liturgy to cast an unprepared spell with its mana cost reduced by 1, or reduce the mana cost of an already prepared spell by an amount equal to half your proficiency bonus (the cost cannot be reduced to less than 1). You can do this for a number of rounds equal to the base Pulse dice per use of Liturgy.
* '''''Worker.''''' You are dedicated to spreading the word. You gain one cantrip of one Spiritual Mystery of your choice, and you gain one additional use of your Liturgy per Long Rest. You can use your Liturgy to imbue your magic with your faith, spending an Liturgy, for a number of rounds equal to your proficiency bonus, your spell attacks deal your base Pulse dice in additional force damage.


===Effluvium: Preserve Life===
===Liturgy: Preserve Life===
Starting at the 2nd level, you can use your Effluvium to heal the wounded. Using an action, you use your holy symbol to summon energy that can recover a total of 5 times your Acolyte level in hit points. You choose any creatures within 30 feet of you and divide those points between them. This trait can only heal creatures to up to half their maximum hit points. You cannot use this feature on undead or construct.
Starting at the 2nd level, you can use your Liturgy to heal the wounded. Using an action, you use your holy symbol to summon energy that can recover a total of 5 times your Acolyte level in hit points. You choose any creatures within 30 feet of you and divide those points between them. This trait can only heal creatures to up to half their maximum hit points. You cannot use this feature on undead or construct.


==Enhancement==
==Enhancement==
When you reach the 4th level and again at the 8th, 12th, 16th, and 19th level, you can increase one ability score, of your choice, by 2 or you can increase two ability scores, of your choice, by 1. By default, you cannot raise an ability score above 20 with this trait. Alternatively, you can choose one of the General Enhancements in Chapter 5: Customization - Enhancements.
When you reach the 4th level and again at the 8th, 12th, 16th, and 19th level, you can increase one ability score, of your choice, by 2 or you can increase two ability scores, of your choice, by 1. By default, you cannot raise an ability score above 20 with this trait. Alternatively, you can choose one of the General Enhancements in [[Aprimoramento/en|Chapter 5: Customization - Enhancements]].


==Quintessential Intervention==
==Quintessential Intervention==
After the 10th level, you can ask an entity that you worship to assist you in an arduous task. Begging for help requires an action. You need to describe what you're looking for and make a percentage dice roll. If the result is less than or equal to your Acolyte level, it will intervene. The GM chooses the nature of the intervention. The effect of any Acolyte spell or domain spell is appropriate as a result. If your entity intervenes, you are prevented from using this feature again for 7 days. Otherwise, you can use it again after finishing a long rest.  
After the 10th level, you can ask an entity that you worship to assist you in an arduous task. Begging for help requires an action. You need to describe what you're looking for and make a percentage dice roll. If the result is less than or equal to your Acolyte level, it will intervene. The GM chooses the nature of the intervention. The effect of any Acolyte spell or domain spell is appropriate as a result. If your entity intervenes, you are prevented from using this feature again for 7 days. Otherwise, you can use it again after finishing a full rest.  


At the 20th level, your intervention requests work automatically, without the need for a dice roll.
At the 20th level, your intervention requests work automatically, without the need for a dice roll.


=Rites=
=Rites=
The Rites are concentrations of similar models of relationship with the spiritual, such as the Forge Rite, common in Freljord, where skilled warsmiths exchange knowledge among themselves, besides their experiences in channeling the effluvium referring to that Rite. It would be correct to say that the Rites are religious structures, however, most of them do not have a defined hierarchy or even a great priest, but even that is not a rule followed to the letter.
The Rites are concentrations of similar models of relationship with the spiritual, such as the Forge Rite, common in Freljord, where skilled warsmiths exchange knowledge among themselves, besides their experiences in channeling the liturgies referring to that Rite. It would be correct to say that the Rites are religious structures, however, most of them do not have a defined hierarchy or even a great priest, but even that is not a rule followed to the letter.


==Spiritual Rite==
==Spiritual Rite==
The material world is directly connected to the spiritual world, with what happens in each one reflecting on the other. The transit between the two is a natural part of existence and the flow of everything that exists is constant, in an eternal transformation without settling on a certain point. This is the flow of life, its opposite is the stagnation of life, one of these stagnations are the undead, creatures that interrupt the flow of their existence, therefore, they are sworn enemies of the Acolytes of the Spiritual Rite, who channel their effluvium to returning these creatures to the stream of their existence, restoring peace to the cursed and destroying the cursers.
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|- style="font-weight:bold; background-color:#B4A7D6;"
{| class="wikitable" style="text-align:center;"
|- style="font-weight:bold; text-align:left;"
! colspan="2" | Rite Spells
! colspan="2" | Rite Spells
|- style="font-weight:bold; text-align:left;"
|- style="font-weight:bold; text-align:left;"
| Acolyte Spells
| Acolyte Spells
| Spells
| Spells
|-
|- style="background-color:#d9d2e9;"
| 1st
| 1st
| style="font-style:italic; text-align:left;" | false life, protection from evil and good
| style="font-style:italic; text-align:left;" | false life, protection from evil and good
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| 3rd
| 3rd
| style="font-style:italic; text-align:left;" | minor restoration, zone of truth
| style="font-style:italic; text-align:left;" | minor restoration, zone of truth
|-
|- style="background-color:#d9d2e9;"
| 5th
| 5th
| style="font-style:italic; text-align:left;" | magic circle, remove curse
| style="font-style:italic; text-align:left;" | magic circle, remove curse
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| 7th
| 7th
| style="font-style:italic; text-align:left;" | banishment, freedom of movement
| style="font-style:italic; text-align:left;" | banishment, freedom of movement
|-
|- style="background-color:#d9d2e9;"
| 9th
| 9th
| style="font-style:italic; text-align:left;" | hallow, major restoration
| style="font-style:italic; text-align:left;" | hallow, major restoration
|}
|}
The material world is directly connected to the spiritual world, with what happens in each one reflecting on the other. The transit between the two is a natural part of existence and the flow of everything that exists is constant, in an eternal transformation without settling on a certain point. This is the flow of life, its opposite is the stagnation of life, one of these stagnations are the undead, creatures that interrupt the flow of their existence, therefore, they are sworn enemies of the Acolytes of the Spiritual Rite, who channel their liturgy to returning these creatures to the stream of their existence, restoring peace to the cursed and destroying the cursers.


===Spiritual Idol===
===Spiritual Idol===
By choosing this Rite at 1st level, you receive a spiritual idol, which is a weapon that represents your faith in some deity, spirit, or concept. You gain proficiency with your idol and it can be used as your spellcasting focus. Choose one of the following options:
By choosing this Rite at 1st level, you receive a spiritual idol, which is a weapon that represents your faith in some deity, spirit or concept. You gain proficiency with your idol and it can be used as your spellcasting focus. Choose one of the following options:


* '''''Ancient Cult'''''. Throughout Runeterra there are cults for the  Ancient, in Ionia, they are symbolized by the Lotus, which represents spirituality and the elevation of spirits, in other regions the manifestations follow local precepts. The Ancient Cult Spiritual Idol is a long spear made of wood, metal, and hair.
* '''''Cult of Ancestors'''''. Throughout Runeterra there are cults for the  Ancient, in Ionia, they are symbolized by the Lotus, which represents spirituality and the elevation of spirits, in other regions the manifestations follow local precepts. The Cult of Ancestors' Spiritual Idol is a long spear made of wood, metal, and hair.
* '''''Masks Cult'''''. Death is part of existence, the Masks Cult spreads across Runeterra linked to a pair of reapers masks normally worshiped in the region. The Masks Cult Spiritual Idol is a short bow made of wood, feathers, and bones.
* '''''Cult of Masks'''''. Death is part of existence, the Masks Cult spreads across Runeterra linked to a pair of reapers masks normally worshiped in the region. The Cult of Masks' Spiritual Idol is a short bow made of wood, feathers, and bones.
* '''''Nagakabouros'''''. On the Blue Flame Isles, the Buhru manifested the Spiritual Rite through a spiritual deity called Nagakabouros, an entity that values the natural flow of life and all that exists. The Nagakabouros Cult Spiritual Idol is an elder god idol, made of bronze, wood, and stone.
* '''''Cult of Nagakabouros'''''. On the Blue Flame Isles, the Buhru manifested the Spiritual Rite through a spiritual deity called Nagakabouros, an entity that values the natural flow of life and all that exists. The Cult of Nagakabouros' Spiritual Idol is an elder god idol, made of bronze, wood, and stone.


===Blessing of the Spirit===
===Blessing of the Spirit===
Also at level 1, the spirit you follow has a more constant presence in your life. Using an action, you notice the presence of undead within 120 feet of you for 1 minute, you can also notice any form of stagnation of a spirit (such as targets of the immobilize person spell). You can use this trait a number of times equal to your Acolyte level + your Wisdom modifier (minimum of 1) per long rest.
Also at level 1, the spirit you follow has a more constant presence in your life. Using an action, you notice the presence of undead within 120 feet of you for 1 minute, you can also notice any form of stagnation of a spirit (such as targets of the immobilize person spell). You can use this trait a number of times equal to your Acolyte level + your Wisdom modifier (minimum of 1) per full rest.


Additionally, you receive access to the spell list of the Mystery of Divination.
Additionally, you receive access to the spell list of the Mystery of Divination.


===Effluvium: Turn Undead===
===Liturgy: Turn Undead===
At the 2nd level, you can use your Effluvium to scold the undead near you. Using an action, you raise your Spirit Idol and every undead that can see or hear you within 30 feet of you must make a Wisdom save. On a failure, the creature is expelled for 1 minute or until it takes damage. An expelled creature must use its turn to escape as best it can, and in no way can come closer than 30 feet of you on its own will. It can't use reactions either, it can only use the Dash action or try to escape an effect that prevents it from moving. If there's nowhere to go, the creature can use the Dodge action.  
At the 2nd level, you can use your Liturgy to scold the undead near you. Using an action, you raise your Spirit Idol and every undead that can see or hear you within 30 feet of you must make a Wisdom save. On a failure, the creature is expelled for 1 minute or until it takes damage. An expelled creature must use its turn to escape as best it can, and in no way can come closer than 30 feet of you on its own will. It can't use reactions either, it can only use the Dash action or try to escape an effect that prevents it from moving. If there's nowhere to go, the creature can use the Dodge action.  


===Propagate the Faith===
===Propagate the Faith===
Reaching the 2nd level represents an even stronger commitment to your faith. You gain one of the following characteristics, according to your choice at 1st level:
Reaching the 2nd level represents an even stronger commitment to your faith. You gain one of the following characteristics, according to your choice at 1st level:


* '''''Ancient Cult'''''. The consciousness of mortality makes you learn how to make better use of opportunities. You can add your Wisdom modifier to the damage of attacks with your Spiritual Idol.
* '''''Cult of Ancestors'''''. The consciousness of mortality makes you learn how to make better use of opportunities. You can add your Wisdom modifier to the damage of attacks with your Spiritual Idol.
* '''''Masks Cult'''''. You learn to use the openings your companions make. You have advantage on attacks with you Spiritual Idol against target that are within 5 feet of an ally.
* '''''Cult of Masks'''''. You learn to use the openings your companions make. You have advantage on attacks with you Spiritual Idol against target that are within 5 feet of an ally.
* '''''Nagakabouros Cult'''''. To perpetuate the rhythm of all things, you learn to use your spirituality for your protection. As long as you're not donning heavy armor, you can add your Wisdom modifier to your AC.
* '''''Cult of Nagakabouros'''''. To perpetuate the rhythm of all things, you learn to use your spirituality for your protection. As long as you're not donning heavy armor, you can add your Wisdom modifier to your AC.


===Destroy Undead===
===Destroy Undead===
After the 5th level, the energy channeled by the Effluvium affects the undead on their essence. When an undead fails the saving throw against your Turn Undead feature, it is instantly destroyed if its Challenge Rate is less than or equal to the Destroy Undead table value, according to your Acolyte level.
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| style="font-style:italic; text-align:left;" | 4 or lower
| style="font-style:italic; text-align:left;" | 4 or lower
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After the 5th level, the energy channeled by the Liturgy affects the undead on their essence. When an undead fails the saving throw against your Turn Undead feature, it is instantly destroyed if its Challenge Rate is less than or equal to the Destroy Undead table value, according to your Acolyte level.


===Ethereal Strike===
===Ethereal Strike===
At the 6th level, you can summon your Spiritual Idol's power to cast a spectral representation of it. Using an Action, you cast a representation of your faith on a 15-foot line starting from you. Each creature on that line must make a Dexterity saving throw whose difficulty is the same as your spell DC. Upon failure, each creature suffers 1d8 + your proficiency bonus of necrotic damage, ignoring resistances if it hits an undead. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1) per short or long rest.
At the 6th level, you can summon your Spiritual Idol's power to cast a spectral representation of it. You gain one of the following characteristics:


At the 12th level, that damage increases to 2d10 and undead have disadvantage on the saving throw; at the 18th level the damage increases to 3d12, the range increases to 30 feet and you add your Wisdom modifier to the damage.
* '''''Cult of Ancestors.''''' Using an action, you can summon a bolt on a 15-foot line starting from you. The first creature on that line must make a Dexterity saving throw with DC equal to your spell Dc. On a failure, the creature suffers 1d10 + your proficiency bonus of necrotic damage, ignoring a degree of resistance if it hits an undead. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per long or full rest. At the 12th level, that damage increases to 2d10 and undead have disadvantage on the saving throw; at the 18th level the damage increases to 6d10, the range increases to 45 feet and you add your Wisdom modifier to the damage.
* '''''Cult of Masks.''''' Using an action, you can imbue a number of arrows equal to your Wisdom modifier with the energy of the Mother of Masks. When you make a succesful attack with an arrow, it explodes in spiritual energia, dealing 1d6 + your proficiency bonus of necrotic damage, ignoring a degree of resistance if it hits an undead. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per long or full rest and the arrows remain empowered until your next full rest. At the 12th level, that damage increases to 2d8 and at the 18th level it increases to 3d10 and you add your Wisdom modifier to the damage.
*'''''Cult of Nagakabouros.''''' Using an Action, you summon a tentacle on a 15-foot line starting from you. Each creature on that line must make a Dexterity saving throw with DC equal to your spell DC. Upon failure, each creature suffers 1d8 + your proficiency bonus of necrotic damage, ignoring a degree of resistance if it hits an undead. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1) per long or full rest. At the 12th level, that damage increases to 2d10 and undead have disadvantage on the saving throw, at the 18th level the damage increases to 3d12, the range increases to 30 feet and you add your Wisdom modifier to the damage.


===Harsh Lesson===
===Harsh Lesson===
Upon reaching level 8, you can boost your movement through spiritual energy. You can use an Attack action to jump up to 10 feet towards an hostile creature and make an attack with your Spiritual Idol, dealing 1d8 extra damage.
Upon reaching level 8, you can boost your movement through spiritual energy. You can use an Attack action to jump up to 10 feet towards an hostile creature and make an attack with your Spiritual Idol, dealing 1d8 extra damage.


Additionaly, you gain access to the list of spells from the Mystery of Light.
Additionaly, you gain access to the spell list of the Mystery of Light.


===Ethereal Receptacle===
===Ethereal Receptacle===
After the 11th level, physically manifesting your faith becomes something usual to you. You can use your bonus action to create a spiritual manifestation as a Receptacle of spiritual power in an unoccupied space within 15 feet of you.  Each receptacle has an AC of 10 and 10 hit points. Receptacles stay in a place for 1 hour, until they are destroyed or if you move 40 feet away from them. You can create a number of receptacles equal to your proficiency bonus + your Wisdom modifier per long rest.
After the 11th level, physically manifesting your faith becomes something usual to you. You can use your bonus action to create a spiritual manifestation as a Receptacle of spiritual power in an unoccupied space within 15 feet of you.  Each receptacle has an AC of 10 and 10 hit points. Receptacles stay in a place for 1 hour, until they are destroyed or if you move 40 feet away from them. You can create a number of receptacles equal to your proficiency bonus + your Wisdom modifier per full rest.


When you use the Harsh Lesson skill, if you have a receptacle within 10 feet of your target, the receptacle will cause damage equal to your Ethereal Strike skill on all creatures in the defined range on the target's direction.
When you use the Harsh Lesson skill, if you have a receptacle within 10 feet of your target, the receptacle will cause damage equal to your Ethereal Strike skill on all creatures in the defined range on the target's direction.


===Test of Spirit===
===Test of Spirit===
At the 14th level, you become able to use the spiritual energy of a target to test their essence and judge their actions. Uou can use your bonus action to make a ranged attack to pull the spirit of a creature within 15 feet of you. You are considered proficient with this attack. If you hit, you create a spiritual copy of the creature hit that stays 5 feet from you, this copy has the same amount of hit points as its respective owner and the spirit owner takes half of all damage done to his spirit. If there is a Receptacle within 10 feet of the spirit copy at the moment of it's creation, the receptacle will be able to cause famage equal to your Ethereal Strike skill on all creatures within the described range on the direction of the spirit. You can only create one copy at a time.  
At the 14th level, you become able to use the spiritual energy of a target to test their essence and judge their actions. You can use your bonus action to make a ranged attack to pull the spirit of a creature within 15 feet of you. You are considered proficient with this attack. If you hit, you create a spiritual copy of the creature hit that stays 5 feet from you, this copy has the same amount of hit points as its respective owner and the spirit owner takes half of all damage done to his spirit. Range attacks made by the Masks Cult against that spirit don't have disadvantage due to distance. If there is a Receptacle within 10 feet of the spirit copy at the moment of it's creation, the receptacle will be able to cause damage equal to your Ethereal Strike skill on all creatures within the described range on the direction of the spirit. You can only create one copy at a time.  


If the creature moves more than 30 feet away from the spirit, it dissipates, this causes a 10-foot reduction in speed until the end of the creature's next turn. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1) per short or long rest.  
If the creature moves more than 30 feet away from the spirit, it dissipates, this causes a 10-foot reduction in speed until the end of the creature's next turn. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1) per short or full rest.


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===Leap of Faith===
===Salto de Fé===
At the 17th level, you can channel a huge quantity of spiritual energy through your faith. You use an action to channel spiritual energy using all the power within your Spiritual Idol and manifesting it according to your 1st level choice:
No 17° nível, você pode canalizar uma quantidade imensa de energia espiritual através da sua fé. Você usa uma ação para saltar no ar e golpear o chão aos seus pés, utilizando o poder de seu Ídolo Espiritual para criar Receptáculos a até 15 pés de você, você pode criar um número de Receptáculos dessa maneira igual ao seu bônus de proficiência + seu modificador de Sabedoria por descanso longo. Adicionalmente, você recebe um ataque extra pelo próximo minuto e Receptáculos criados dessa maneira desaparecem no próximo minuto.
* '''''Culto of Ancestors.''''' You use your arm to push every creature of your choice within 20 feet of you towards an empty space outside that range. Creatures that don't want to be moved must succeed a Strength saving throw with Dc equal to your spell Dc. For 1 minute that area becomes difficult terrain for all creatures ecept you and half of the damage caused by you is turned into hit points divided between those inside the area however you decide.
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* '''''Cult of Masks.''''' You raise your arm momentarily capturing the line between life and death, smitting the ground to create a 30 foot area around you that lasts for 5 rounds. For the duration, all the creatures that are inside the area can't have their hit points reduced to zzero regardless of the source of damage. For the duration, you have an extra attack. At the end of your turn on the 5th round, all of your allies are healed by 10% of their max health.
* '''''Cult of Nagakabouros.''''' You jump in the air and smite the ground below you as you land, using the power of your Spiritual Idol to create Receptacles within 15 feet of you, you can create a number of Receptacles equal to your proficiency bonus + your Wisdom modifier per full rest with this feature. Additionally, you receive an extra attack for the next minute and Receptacles created in this way disappear after the next minute.
You can use this feature once per full rest.


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===Restore the Flow===
Você pode utilizar essa característica uma vez por descanso longo.
At the 20th level, you understand the natural flow of things and know the most effective way to restore it. As a bonus action, you can cast the spells ''lesser restoration'' and ''greater restoration'' as 2nd and 5th level spells, respectively, without spending points of Mana, a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When you cast those spelss this way, you can use them on a creature that is within 30 feet of you. Besides that, when a creature is affected by a spell ''lesser restoration'' and ''greater restoration'' that you have cast, they also gain the effects of the spell ''Freedom of Movement''. Additionaly, all damage against undead is considered disruptive.
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==Stars Rite==
===Restaurar o Fluxo===
{| class="wikitable" style="text-align:center; float: right; margin: auto auto 10px 10px; vertical-align:middle; background-color:#F8F9FA;"
Ao atingir o 20º nível, você compreende o fluxo natural das coisas e sabe a forma mais efetiva de como restaurá-lo. Utilizando uma ação bônus, você pode conjurar as magias ''restauração menor'' e ''restauração maior'' como magias de 2º e 5º nível, respectivamente, sem gastar pontos de Mana um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo. Ao conjurar essas magias dessa maneira, você pode utilizá-las em uma criatura a até 30 pés de você.
|- style="font-weight:bold; background-color:#B4A7D6;"
Além disso, quando uma criatura é afetada pelas magias ''restauração menor'' e ''restauração maior'' que você conjurou, elas também recebem os efeitos da magia ''movimentação livre''. Adicionalmente, todo o dano causado contra um morto-vivo é considerado disruptivo.
! colspan="2" | Rite Spells
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== Rito da Essência Feral ==
O Rito da Essência Feral se formou por aqueles que perceberam que não apenas os seres vivos racionais precisavam da cura, mas sim toda a fauna. Esse Rito especializa-se em canalizar os eflúvios ferais, os impulsos primitivos dos animais e sua memória orgânica, elevando as capacidades do Acólito e tornando-o mais próximo das feras, seja para se aproximar delas para curá-las, seja para alcançar suas forças para protegê-las.
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{| class="wikitable" style="text-align:center; color:#000000;"
|- style="font-weight:bold; text-align:left;"
|- style="font-weight:bold; text-align:left;"
! colspan="2" | Magias de Rito
| Acolyte Level
|- style="font-weight:bold; text-align:left;"
| Spells
| Nível de Acólito
|- style="background-color:#d9d2e9;"
| Magias
| 1st
| style="font-style:italic; text-align:left;" | cure wounds, healing word
|-
|-
|
| 3rd
| style="font-style:italic; text-align:left;" | amizade animal, falar com animais
| style="font-style:italic; text-align:left;" | help, prayer of healing
|- style="background-color:#d9d2e9;"
| 5th
| style="font-style:italic; text-align:left;" | mass healing word, revivify
|-
|-
|
| 7th
| style="font-style:italic; text-align:left;" | aprimorar atributo, mensageiro animal
| style="font-style:italic; text-align:left;" | dome of dreaming, death ward
|-
|- style="background-color:#d9d2e9;"
| 5º
| 9th
| style="font-style:italic; text-align:left;" | bênção da fúria, conjurar animais
| style="font-style:italic; text-align:left;" | mass cure wounds, major restoration
|-
| 7º
| style="font-style:italic; text-align:left;" | dominar fera, inseto gigante
|-
|
| style="font-style:italic; text-align:left;" | comunhão com a natureza, praga de insetos
|}
|}
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The daughter of the Stars, Soraka, is considered by many to be the ancestor of all Runeterra's Rites. Her presence on the Earth plane was the trigger for the care for the healing of living beings to be codified and transmitted through the Rites, which multiplied to heal the many wounds beyond those of rational beings. However, the Stars Rite has remained in existence through all this time, employing special care in curing the ills of the living, but with the power to channel the essence of the stars when necessary to hurt.
===Acólito Feral===
Ao escolher esse Rito no 1º nível, você se encontra em maior comunhão com a natureza selvagem. Você aprende o idioma Silvestre e se torna uma figura amigável a todas as feras que o veem, podendo convencê-las a te auxiliar como faria com qualquer outro PNJ.
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===Additional Proficiency===
Adicionalmente, você recebe proficiência com armaduras pesadas e escolha entre Lidar com Animais ou Sobrevivência. Além disso, você recebe acesso à lista de magias do Mistério da Ilusão.
When you choose this rite at the 1st level, you gain proficiency in Medicine. If you already have, you receive specialization.
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===Life Disciple===
===Forma Selvagem===
Also at 1st level, your healing spells are more effective. You promote continuity of life through your hands, using a bonus action or action, with a touch, you can heal a target for 1d6 + your proficiency bonus hit points. You can use this ability a number of times equal to twice your proficiency bonus per long rest. Your healing spells are also more effective, whenever you use a spell to restore hit points to a target, that target additionally heals 2 + the spell's level in hit points.
Também no nível 1, você pode manipular a energia espiritual para alterar seu corpo. Utilizando uma ação bônus, você pode assumir magicamente a forma de uma fera que você já tenha visto antes. Você pode utilizar essa característica um número de vezes igual ao seu bônus de proficiência por descanso curto ou longo.
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Additionaly you gain access to spell list of the Mystery of Ethermancy.
Seu nível de Acólito determina as feras em que você pode se transformar, como mostrado na tabela Formas de Fera. No 1° nível, por exemplo, você pode se transformar em qualquer fera de ND 1/2 ou inferior e que não possua deslocamento de voo ou natação.
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===Liturgy: Imbue Mana===
{| class="wikitable" style="text-align:center; margin:auto;"
Starting from the 2nd level, you can use your Liturgy to restore the mana within every living being. Using an action, you raise your holy symbol to restore the mana of a creature within 15 feet of you, recovering mana points equal to half of your Acolyte level (minimum of 2).
|- style="font-weight:bold; text-align:left;"
! colspan="4" | Formas de Fera
|- style="font-weight:bold;"
| Nível
| ND Máx.
| style="text-align:left;" | Limitações
| Exemplo
|-
| 1º
| style="font-style:italic;" | 1/2
| style="text-align:left;" | Sem deslocamento de voo ou natação
| Lobo Atroz
|-
| 5º
| style="font-style:italic;" | 3
| style="text-align:left;" | Sem deslocamento de voo
| Crocodilo
|-
| 9º
| style="font-style:italic;" | 6
| style="text-align:left;" | -
| Águia Gigante
|-
| 13º
| style="font-style:italic;" | 9
| style="text-align:left;" | -
| Garreroz
|-
| 17º
| style="font-style:italic;" | 12
| style="text-align:left;" | -
| Rapinante
|}
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===True Healing===
Você pode continuar na forma de fera por um número de horas igual à metade do seu nível de Acólito (mínimo de 1). Ao final desta duração, você retorna para sua forma original, a não ser que você use essa característica novamente. Você pode utilizar uma ação bônus para reverter a sua forma original prematuramente. Você reverte automaticamente se ficar Inconsciente, for reduzido a 0 pontos de vida ou morrer.
Also at the 2nd level, you have a direct inclination to healing and rescuing the creatures adn lives of Runeterra, when you use healing abilities, you are not only healing the body but also the spirit of your targets. When you use Class features, Origin traits, spells or Runes that recover hit points of a creature, you can add you can add hald of you Wisdom modifier + your proficiency bonus to that healing.
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Additionaly, whenever you roll dice to restore hit points of a creature, if you roll 1 or 2, you can roll the dice again and you must use the new result even if it is 1 or 2 again. You can normaly restore hit points of a construct as well.
Enquanto estiver transformado, as seguintes regras se aplicam:
* Suas estatísticas de jogo são substituídas pelas estatísticas da fera, mas você mantém seu alinhamento, personalidade, valores de Inteligência, Sabedoria e Carisma, todas as suas proficiências em perícias e salvaguardas, além de receber as proficiências da criatura. Se a criatura possuir a mesma proficiência que você e o bônus no bloco de estatística dela for maior que o seu, você usará o bônus da criatura no lugar do seu. Se a criatura possuir qualquer ação lendária ou de covil, você não pode usá-las.
* Quando você se transforma, você assume os pontos de vida e Dados de Vida da criatura. Quando você reverte a sua forma original, você retorna ao número de pontos de vida que tinha antes de se transformar. Porém, se você reverter como resultado de ter caído a 0 pontos de vida, todo o dano excedente será transferido para a sua forma original. Por exemplo, se você sofrer 10 pontos de dano na forma feral e tiver apenas 1 ponto de vida restante, você reverte a sua forma original e sofre 9 de dano. Contanto que o dano excedente não reduza você a 0 pontos de vida, você não cairá Inconsciente.
* Você não pode conjurar magias e sua capacidade de fala ou de realizar qualquer ação que requeira mãos são limitadas pelas capacidades da forma da fera que você assumiu. No entanto, transformar-se não interrompe sua concentração em uma magia que você já tenha conjurado, nem previne você de realizar ações que são parte da conjuração, como ''convocar relâmpagos'' que você já tenha conjurado.
* Você mantém os benefícios de todas as características de Classe, Origem ou outras fontes, e pode usá-las caso a nova forma seja fisicamente capaz de fazê-lo. No entanto, você não pode usar qualquer dos seus sentidos especiais, como visão no escuro, a não ser que a sua nova forma também tenha esse sentido.
* Você pode escolher se o seu equipamento cai no chão aos seus pés, é assimilado a sua nova forma ou é usado por ela. Equipamentos vestidos e carregados funcionam normalmente, mas o Mestre decide qual equipamento é viável para a nova forma vestir ou usar, baseado na forma e tamanho da criatura. O seu equipamento não muda de forma ou tamanho para se adaptar à nova forma e, qualquer equipamento que a nova forma não possa vestir deve, ou cair no chão ou se fundir a ela. Equipamentos fundidos não terão efeito até você deixar a forma.
* Você mantém todas as suas runas, não recebendo quaisquer runas que a criatura transformada receba.
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Besides that, you can use your Liturgy to speed up the natural healing power of creatures. When you use Liturgy: Preserve Life, you can choose to heal 4 creatures within 60 feet of you, including yourself. When you do that, each creature heals 4 times your Acolyte level in hit points.
===Eflúvio: Enfeitiçar Animais===
No 2º nível, você pode utilizar seu Eflúvio para encantar a mente de uma fera. Utilizando uma ação, você ergue seu símbolo sagrado e invoca o poder da natureza. Todas as feras num raio de 30 pés de você que puderem vê-lo devem realizar uma salvaguarda de Sabedoria. Em uma falha, uma fera afetada fica Enfeitiçada por você durante 1 minuto ou até que sofra dano. Enquanto estiver Enfeitiçada dessa maneira, a criatura será amistosa a você e a todas as criaturas que você designar.
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===Star Call===
===Essência das Feras===
At the 5th level, you call upon the energy of the stars to punish your enemies. Using an action, you make a star fire in a spot within 30 feet of you, each creature within a 10 feet of the spot must make a Dexterity saving throw with DC is the same as your spell DC. The creature suffers radiant damage equal to 3d8 + your proficiency bonus on a failure, the damage is reduced to half on a success. You heal a number of hit points euqla to half the damage caused. You can use this feature a number of timies equal to your Wisdom modifier (minimum 1) per full rest.
Também no nível 2, sua forma de compreender a energia espiritual é similar à dos lendários Vastayashai'rei, aprendendo a manifestá-la em seu corpo. Escolha uma das seguintes opções, ao escolher um desses Traços Ferais, você deve definir qual é o traço físico que se modifica em seu corpo com o mesmo:
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The damage from this feature increases as you gain levels on this class, increasing by 1d8 at the 9th (4d8), 13th (5d8), and 17th(6d8) Acolyte level. When you reach the 11th level this damage becomes luminary.
* '''Arma Natural'''. Ao escolher esse Traço, você pode transformar uma parte de seu corpo para que ela se transforme em uma arma natural à sua escolha, como chifres, cauda, garras, presas, etc. Uma vez escolhida, a arma não poderá ser alterada. Ao escolher essa arma natural, você causa 1d4 + seu modificador de Força ou Destreza de dano relevante à arma natural escolhida, e você é proficiente com seus ataques com essa arma. Caso já possua uma dessas armas naturais, o dano dela aumenta em 1d4. Ao atingir os níveis 6, 12, 16 e 20 de Acólito, o dano dessa arma natural irá aumentar em uma categoria. Ex.: dedos se tornam garras, a boca é projetada para a frente com caninos proeminentes, um bico de pássaro, chifres de carneiro, etc.
* '''Casca Grossa'''. Enquanto não estiver vestindo uma armadura, você recebe +1 de CA. Esse bônus aumenta em +1 ao alcançar os níveis 6, 12, 16 e 20 de Acólito. Ex.: sua pele se torna como o couro de um crocodilo, ou mesmo de um rinoceronte.
* Escalada. Você recebe um deslocamento de escalada de 30 pés. Caso já possua esse deslocamento, ele aumenta em 15 pés. Ao atingir os níveis 6, 12, 16 e 20 de Acólito, esse deslocamento aumenta em 5 pés. Ex.: suas pernas se tornam similares às de um bode, ou seus braços se tornam mais longos como os de um macaco.
* '''Escavação'''. Você recebe um deslocamento de escavação de 15 pés. Caso já possua esse deslocamento, ele aumenta em 10 pés. Ao atingir os níveis 6, 12, 16 e 20 de Acólito, esse deslocamento aumenta em 5 pés. Ex.: suas mãos recebem garras como as de um tatu.
* '''Natação'''. Você recebe um deslocamento de natação de 30 pés. Caso já possua esse deslocamento, ele aumenta em 15 pés. Ao atingir os níveis 6, 12, 16 e 20 de Acólito, esse deslocamento aumenta em 5 pés. Ex.: você recebe uma película entre os dedos da mão e de seus pés, que se tornam levemente mais alongados.
* '''Percepção às Cegas'''. Você recebe percepção às cegas com um alcance de 15 pés. Caso já possua esse sentido, ele aumenta em 10 pés. Ao atingir os níveis 6, 12, 16 e 20 de Acólito, o alcance desse sentido aumenta em 5 pés. Ex.: suas orelhas se tornam orelhas de morcego, a testa se torna levemente alongada como a de um golfinho.
* '''Sentido Sísmico'''. Você recebe sentido sísmico com um alcance de 15 pés. Caso já possua esse sentido, ele aumenta em 10 pés. Ao atingir os níveis 6, 12, 16 e 20 de Acólito, o alcance desse sentido aumenta em 5 pés. Ex.: alguns longos fios de bigode nascem no seu rosto, seus pés se tornam como o de um elefante.
* '''Visão no Escuro'''. Você recebe visão no escuro com um alcance de 60 pés. Caso já possua esse sentido, ele aumenta em 30 pés. Ao atingir os níveis 6, 12, 16 e 20 de Acólito, o alcance desse sentido aumenta em 10 pés. Ex.: seus olhos se tornam similares aos de um felino.
* '''Voo'''. Você recebe um deslocamento de voo de 15 pés. Caso já possua esse deslocamento, ele aumenta em 10 pés. Ao atingir os níveis 6, 12, 16 e 20 de Acólito, esse deslocamento aumenta em 5 pés. Ex.: um par de asas de um pássaro, morcego ou inseto nasce em suas costas.
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===Excessive Healing===
Você recebe novos Traços nos 6º, 12º e 18º níveis de Acólito. Os Traços escolhidos se mantêm ativos mesmo em sua Forma Selvagem, caso uma criatura em que você se transforme possua a mesma arma natural que um Traço, você deverá utilizar aquela que causar mais dano.
Starting from the 6th level, your healing power leaves a protective trail. Whenever you restore hit point of an ally, any value that exceeds their maximum hit points becomes temporary hit points that last 10 minutes or until they are spent.
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===Blessed Healer===
===Recuperação Natural===
At the 8th level, your healing power can reach even the deepest illness. When you restore hit points from a creature you can choose to also remove a condition, disease or poison that is affecting them. You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per full rest.
A partir do 5º nível, você pode recuperar parte de sua energia mágica, parando para fazer uma meditação e comunhão com a natureza. Durante um descanso curto, você pode optar por recuperar 2 pontos de Mana adicionais. Você pode utilizar essa característica uma vez por descanso longo.
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Additionaly, you gain access to the spell list of the Mystery of Crystal.
Você passa a poder recuperar 5 pontos de Mana adicionais no 9º nível, 6 pontos de Mana no 13º nível e 7 pontos de Mana no 17º nível.
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===Astral Infusion===
Além disso, enquanto estiver em sua Forma Selvagem, você pode conjurar magias normalmente, ignorando quaisquer componentes verbais e somáticos.
At the 11th level, you learn to sacrifice part of your life energy to heal a creature. Using a bonus
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action, you can spend a number of hit dice to restore a number of hit points of an ally within 30 feet of you equal to the result of the dice + your Acolyte level. When you do that, you suffer half of the rolled hit dice as danage (minimum 1) that can't be mitigated nor taken from temporary hit points. You can use this feature a number of times equal to your proficiency bonus per long rest.


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===Equinox===
===Travessia Espiritual===
At the 14th level, neutralizing a sonorous energia with the same opposite charge takes no effort from you. You always have the spell ''silence'' ready and it doens't count to the maximum of spells that you can prepare per full rest. You can cast this spell using a bonus action or reaction whena creature within reach starts to cast a spell.
No 6º nível, você conhece os caminhos ocultos entre o mundo material e o mundo espiritual, podendo se mover por entre eles e trazer consigo a energia do Reino Espiritual. Utilizando uma ação bônus, você pode se teleportar para um espaço desocupado que você possa ver a até 60 pés de você. Alternativamente, você pode utilizar uma ação para teleportar uma criatura disposta a até 5 pés de você para um espaço desocupado que você possa ver a até 30 pés de você.
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Besides that, you can the ''silence'' spell without spending points of mana a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When you cast the spell this way, the range becomes 200feet, the radius becomes 30 feet and creatures within it gain immunity to vibrational damage.
Além disso, aliados a até 10 pés da criatura teleportada recuperam 3d8 + seu bônus de proficiência em pontos de vida, enquanto cada criatura hostil deve realizar uma salvaguarda de Sabedoria CD igual a CD de suas magias. Em uma falha, a criatura sofre 3d8 + seu bônus de proficiência como dano psíquico. Você pode utilizar essa característica um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo.
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===Supreme Healing===
Adicionalmente, enquanto estiver em sua Forma Selvagem, seus ataques passam a causar dano mágico.
After the 17th level, there are almost no limits to your healing powers. Instead of rolling one or more dice to recover hit points with a spell,you use the highest possible result on
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the dice. For example, instead of healing 2d6 hit points, you always heal 12 hit points.


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===Restore Life===
===Atalho Verdejante===
After reaching the 20th level, you can alter destinies in an almost divine manner. Using an action, you touch a dead creature that isn't dead for more than a century and is not an undead. If the soul of the creature is willing and free, the target comes back to life with all their hit points.
Começando no nível 8, você possui uma conexão íntima com a natureza, tendo uma noção de como se esquivar de seus perigos. Terreno difícil não mágico não custa nenhum deslocamento adicional para você. Você também pode se mover por plantas não mágicas sem sofrer dano, caso elas tenham espinhos ou perigos similares.
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Além disso, você tem vantagem em salvaguardas contra plantas criadas magicamente ou manipuladas para impedir seu deslocamento, como as criadas pela magia constrição. Adicionalmente, você recebe acesso à lista de magias do Mistério da Flora.
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This feature neutralizes any poisons and cures any diseases tha would normally affect the creature at the time of death. However it doesn't remove magic diseases, curses or similar effects; if they have not been removed before the use of this feature, they go back to affecting the creature when they come back to life. Deadly wounds are closed and any lost body parts are restored.
===Irradiação Espiritual===
No 11º nível, a quantidade de energia espiritual que você canaliza é tão grande que você é capaz de irradiá-la para seus aliados. Utilizando uma ação, você pode irradiar uma aura de energia espiritual num raio de 20 pés de você. Você e aliados nessa aura recebem os seguintes benefícios pelo próximo minuto:
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Coming back from the dead is an ordeal. The target suffers a penalty of -4 on all attack rolls, saving throws and ability checks. Every time the target finishes a full rest, the penalties are reduced by 1 until they disappear.  
* Ao ser alvo de um ataque, você pode usar sua reação para tomar uma forma intangível até o início de seu próximo turno, podendo atravessar objetos sólidos e não podendo ser alvo de ataques ou estar sob efeito da área de um.
* Ao utilizar uma ação de Ataque, você pode realizar 1 único ataque adicional nesse turno.
* Utilizando uma ação bônus, você pode se teleportar para o Reino Espiritual, retornando no início de seu próximo turno para o espaço que você estava ou o espaço desocupado mais próximo.
* Seus ataques com armas naturais tem sua margem de crítico reduzida em 1.
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Using this trait to bring back a creature that has died within a year or more is extremely taxing on yourself. Until you finish a full rest, you can't cast spells and will have disadvantage on all attack rolls,,ability checks and saving throw.
Você pode utilizar essa característica um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo.
You can use this trait once per full rest.
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Additionaly, using an action, you can cat the spell ''regeneration'' without spending points of mana a number of times equal to your Wisdom modifier (minimum of ') per full rest.
===Mil Formas===
No nível 14, você aprende a canalizar a magia para alterar sua forma física de formas mais sutis. Você aprende a magia ''alterar-se'' e sempre a tem preparada, essa magia não conta para o máximo de magias que você pode preparar por descanso longo e você pode conjurá-la sem gastar pontos de Mana.
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==Forge Rite==
===Estabilidade Planar===
{| class="wikitable" style="text-align:center; margin: auto auto 10px 10px; float: right; vertical-align:middle; background-color:#F8F9FA;"
A partir do 17º nível, você alcança um equilíbrio pleno com a energia espiritual e sua compreensão. Você aprende a magia ''aumentar/ reduzir'' e sempre a tem preparada, essa magia não conta para o máximo de magias que você pode preparar por descanso longo e você pode conjurá-la em si mesmo sem gastar pontos de Mana um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo. Enquanto estiver mantendo a concentração dessa magia desta maneira, você pode conjurar a magia alterar-se e compartilhar as concentrações. Ao fazer isso, quando fizer uma salvaguarda de Constituição para manter a concentração nessas magias e falhar, ambas são encerradas.
|- style="font-weight:bold; background-color:#B4A7D6;"
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! colspan="2" | Rite Spells
 
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Adicionalmente, caso você esteja em combate contra criaturas que estão fora de seu Reino nativo, você possui vantagem em seus ataques contra essas criaturas e recupera 1 ponto de Mana e 1d8 pontos de vida ao atingi-las com um ataque. Você também não pode ser surpreendido por essas criaturas.
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Além disso, enquanto uma fera estiver Enfeitiçada pelo seu Eflúvio: Enfeitiçar Animais, você pode usar sua ação bônus para dizer verbalmente o que cada uma dessas criaturas deve fazer no próximo turno delas.
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===Irrefreável===
No 20° nível, a energia espiritual flui diretamente através de você, concedendo uma capacidade inigualável de mudar as formas. Você pode conjurar a magia ''metamorfose'' sem gastar pontos de Mana um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo. Ao conjurar essa magia desta maneira, o CD para resistir aos efeitos dessa magia aumenta em +2 e, caso tenha que realizar uma salvaguarda para manter concentração, você pode adicionar seu modificador de Sabedoria à jogada.
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Adicionalmente, você pode usar sua Forma Selvagem um número ilimitado de vezes.
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==Rito das Estrelas==
A Filha das Estrelas, Soraka, é considerada por muitos a ancestral de todos os Ritos de Runeterra, sua presença no plano terreno foi o gatilho para que o cuidado pela cura dos seres vivos passasse a ser codificado e transmitido através dos Ritos que se multiplicaram para sanar as muitas feridas, além daquelas dos seres racionais. No entanto, o Rito das Estrelas se manteve existindo durante todo esse tempo, empregando um cuidado especial na cura das mazelas dos vivos, mas com o poder de canalizar a essência das estrelas quando necessário ferir.
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{| class="wikitable" style="text-align:center;"
|- style="font-weight:bold; text-align:left;"
|- style="font-weight:bold; text-align:left;"
! colspan="2" | Magias de Rito
| Acolyte Level
|- style="font-weight:bold; text-align:left;"
| Spells
| Nível de Acólito
|- style="background-color:#d9d2e9;"
| Magias
| 1st
| style="font-style:italic; text-align:left;" |igneous devastation, identify
|-
|-
|
| 3rd
| style="font-style:italic; text-align:left;" | curar ferimentos, palavra curativa
| style="font-style:italic; text-align:left;" | magic weapon, heat metal
|- style="background-color:#d9d2e9;"
| 5th
| style="font-style:italic; text-align:left;" | erebus, modify weapon
|-
|-
|
| 7th
| style="font-style:italic; text-align:left;" | auxílio, oração de cura
| style="font-style:italic; text-align:left;" | fabricate, magmatic aegis
|-
|- style="background-color:#d9d2e9;"
| 5º
| 9th
| style="font-style:italic; text-align:left;" | palavra curativa em massa, revivificar
| style="font-style:italic; text-align:left;" | animate objects, bend armors
|-
| 7º
| style="font-style:italic; text-align:left;" | cúpula do sonhar, proteção contra morte
|-
|
| style="font-style:italic; text-align:left;" | curar ferimentos em massa, restauração maior
|}
|}
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The Forge Rite was the slowest to form among all others, while those responsible for this rite reached the understanding that the wounds of living beings were often like the wounds of what they forged. The forge strives the personality and directs the acolyte's intent to make his existence something neat, like a temper hammered daily in the search for an ideal.
===Proficiência Adicional===
Ao escolher esse Rito no 1º nível, você recebe proficiência em Medicina, caso já possua proficiência você recebe especialidade.
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===Additional Proficiency===
===Discípulo da Vida===
When you choose this rite at the 1st level, you gain proficiency with heavy armor and the Armorer and Weaponsmith Crafts.  
Também no nível 1, suas magias de cura são mais efetivas. Sempre que você usar uma magia para recuperar pontos de vida de outra criatura, você utiliza da energia curativa remanescente para recuperar 2 + o nível da magia em pontos de vida adicionais.
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===Forge's Blessing===
Adicionalmente, você recebe acesso à lista de magias do Mistério da Étermancia.
Also at the 1st level, you gain the ability to turn a mundane item into something special imbued with magic. Usinf an action, you touch a non-magical simple weapon, martial weapon, armor or shield and imbue it with spiritual energy. When you do that, the item becomes magical until the end of your next full rest or until you die, gaining half of your proficiency bonus as a bonus to your AC (if it's an armor o shield) or a bonus to your attack and damage rolls (if it's a weapon).  
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You can use this feature once per full rest. You gain an additional use of this trait at the 5th (2 uses), 11th (3 uses) and 17th (4 uses) levels. After the 8th level, shields and armors affected by this features give resistence to physical damage and weapons start to cause magical damage.
===Eflúvio: Imbuir Mana===
A partir do 2º nível, você pode utilizar seu Eflúvio para restaurar a mana presente em cada ser vivo. Utilizando uma ação, você ergue seu símbolo sagrado para restaurar a mana de uma criatura a até 15 pés de você, recuperando metade de seu nível de Acólito em pontos de Mana (mínimo de 2).
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Additionaly, you gain access to the spell list of the Mystery of Transmutation.
===Cura Verdadeira===
Também no nível 2, você possui uma inclinação direta à cura e ao resgate das criaturas e das vidas de Runeterra, quando você utiliza suas habilidades curativas, você não está curando apenas o corpo, mas também o espírito de seus alvos. Ao utilizar características de Classe, traços de Origem, magias ou Runas que recuperem pontos de vida de uma criatura, você pode adicionar metade do seu modificador de Sabedoria + seu bônus de proficiência à cura.
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===Liturgy: Artisan’s Blessing===
Adicionalmente, sempre que você jogar um dado para recuperar pontos de vida de uma criatura, caso tire 1 ou 2, você pode jogar o dado novamente e deve usar o novo resultado, mesmo que seja 1 ou 2 novamente. Você também pode recuperar pontos de vida de um construto normalmente.
After the 2nd level, you can use your Liturgy to create simple metal items. Through a one hour long ritual, you create a non-magical item that needs to include some metal: A simple or martial weapon, an armor, 10 pieces of ammunition, a set of tools or other metallic object (see Chapter 6: Equipment, for examples of these items). The creation is completed at
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the end of the ritual, assembling in an unoccupied space of your choice on a surface within 5 feet of you.  


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What you create cannot be worth more than 100 gp. As part of this ritual, you need to have metal, which can include coins with the same value as the creation. The metal irreversibly transforms your creation at the end of the ritual, magically forming even non-metal parts
Além disso, você pode utilizar seu Eflúvio para acelerar o poder de cura natural das criaturas. Ao usar seu Eflúvio: Preservar a Vida, você pode optar por curar até 4 criaturas a até 60 pés de você, incluindo você. Ao fazer isso, cada criatura recupera 4 vezes seu nível de Acólito em pontos de vida.
of the creation. The ritual can create a duplicate of a non-magic item that contains metal, such as a key, if you have the original during the ritual.  
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===Chamado Estelar===
No nível 5, você convoca a energia das estrelas para punir seus inimigos. Utilizando uma ação, você convoca o fogo estelar em um ponto a até 30 pés de você, cada criatura em um raio de 10 pés do local deve realizar uma salvaguarda de Destreza CD igual a CD de suas magias. A criatura sofre 3d8 + seu bônus de proficiência de dano radiante em uma falha, ou metade do dano em um sucesso. Você recupera pontos de vida igual a metade do dano causado. Você pode utilizar essa característica um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo.
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O dano desta característica aumenta conforme você alcança novos níveis nessa classe, em 1d8 quando você alcança o 9º nível de Acólito (4d8), o 13º nível (5d8) e o 17º nível (6d8). Ao alcançar o 11º nível, o dano desta característica se torna luminar.
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===The Voice of the Forge===
===Cura Excessiva===
Also at the 2nd level, you become deeply adept to the Forge, learning with each hammer blow how to forge your items and your soul. As you gain levels as an Acolyte, The Voice of the Forge gives you the followinf traits:
A partir do 6º nível, seu poder curativo deixa um rastro protetor. Toda vez que você recuperar os pontos de vida de um aliado, qualquer valor que exceda seus pontos de vida máximos se transforma em pontos de vida temporários.
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* '''''Wearing the Apron'''''. You gain Proficiency with the Colector (Miner) Craft and Specialty with the Amorer or Weaponsmith Crafts.
===Curandeiro Abençoado===
* '''''Blacksmith'''''. At 5th level, when creating items, as described in the Creating Items rule in Chapter 8: Adventuring, you add 1 GP/day to your craft limit. You add 1 GP/day again upon reaching the 10th, 15th and 20th levels of this subclass. Items you make with the Amorer or Weaponsmith Crafts have their market value reduced by 10% for the purposes of crafting costs and time required. That way, a Plate Armor that costs 1500 GP that would only cost 750 GP to craft, now has a rafting value of 675 GP. Additionally, you gain Specialty with the unchosen Craft from Wearing the Apron.
No 8º nível, seu poder curativo atinge até mesmo as mazelas mais profundas. Ao recuperar pontos de vida de uma criatura, você pode optar por também remover uma condição, doença ou veneno que a esteja afligindo. Você pode utilizar essa característica um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo.
* '''''Enhanced Forge'''''. At level 9, you gain 3rd level in the Weaponsmith and Armourer Crafts. Your evolution in these Crafts happens again at Acolyte levels 15 and 18, when you gain respectively 5th and 6th levels in the Crafts.
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* '''''Expert Boiler'''''. At level 15, you learned to utilize your knowledge to take weapon and armor creation one step further. Armor and Weapons created by you gain an additional bonus, once per long rest, the wielder of an armor or weapon created by you can use his bonus action to activate the special effect of your creation for the next minute.
** '''''Weapons'''''. When using this feature, the wielder gains a bonus to his damage rolls equal to half your Wisdom modifier at the time the weapon was created.
** '''''Armors'''''. When using this feature, the wearer gains a DR bonus equal to half your Wisdom modifier at the time the armor was created.
* '''''Master of the Forge'''''. Upon reaching 20th level, you have become a renowned master of weapons and armor, your creations are legendary and in demand, all weapons you create now deal magic damage. In addition, all armor you create has resistance to simple physical damage.


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===Living Forge===
Adicionalmente, você recebe acesso à lista de magias do Mistério do Cristal.
Starting from level 5, you phave scorching flames within you that never be put out, giving you some benefits. You gain the following characteristics:
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* Weapons you wield and armors you don cannot be affect by spells like heat metal.
===Infusão Astral===
* While you're wearing armor made of metal, you can add half of your Wisdom modifier to your AC, this bonus counts as Enhanced Defense.
No nível 11, você aprende a sacrificar sua própria energia vital para curar uma criatura. Utilizando uma ação bônus, você pode gastar uma quantidade qualquer de Dados de Vida para recuperar pontos de vida de um aliado que esteja a até 30 pés de você equivalentes ao resultado dos dados. Ao fazer isso, você sofre metade dos pontos de vida recuperados de dano (mínimo de 1) que não pode ser mitigado.
* You have advantage on saving throws against the Cold.
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* You gain resistance against fire damage. At the 10th level, you gain resistance to incinerating damage and at the 15th level you become immune to that type of damage.


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===Forge's Soul===
===Equinócio===
At the 6th level, your understanding of the forge allows you to understand and externalize your soul. Using a bonus action, you emanate an aura of flammes within a 20 feet radius of you for the next minute. At the beginning of each of your turns, each hostile creature within the aura has to make a Constitution Saving Throw with DC equal to your spell DC. On a failure, the creature takes 2d6 fire damage, reduce to half on a success. Each hostile creature that make an melee attack against you must also make the saving throw.
No 14º nível,neutralizar uma energia sonora com a mesma carga oposta não exige esforço de você. Você sempre tem a magia ''silêncio'' preparada e ela não conta para o máximo de magias que você pode preparar por descanso longo. Você pode conjurar essa magia utilizando uma ação bônus ou reação, quando uma criatura no alcance da magia começar a conjurar uma magia.
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Additionaly, while the aura is active, ranged attack made against you suffer a penalty equal to half your Acolyte level + your Constitution modifier (minimum of 1). You can deactivate the aura at any moment with a free action.
Além disso, você pode conjurar a magia ''silêncio'' sem gastar pontos de Mana um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo. Ao conjurar essa magia desta maneira, o alcance da magia se torna 200 pés, o raio dessa área se torna 30 pés e criaturas dentro dela possuem imunidade a dano vibracional.
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You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.
===Cura Suprema ===
A partir do 17º nível, quase não existem limites para o seu poder curativo. Ao invés de jogar um ou mais dados para recuperar pontos de vida com uma magia, você usa o maior resultado possível nos dados. Por exemplo, ao invés de recuperar 2d6 pontos de vida, você sempre recupera 12 pontos de vida.
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The damage from this feature increases 1d6 when you reach the 10th level (3d6), 14th level (4d6) and 18th level (5d6). After the 10th level, the damage from this feature becomes incinerating.
===Restaurar a Vida===
Ao atingir o 20º nível, você pode alterar destinos de forma praticamente divina. Utilizando uma ação, você toca uma criatura morta que não esteja assim a mais de um século, que não tenha morrido por velhice e que não seja um morto-vivo. Se a alma da criatura estiver disposta e livre, o alvo volta à vida com todos os seus pontos de vida.
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===Fire Impact===
Essa característica neutraliza quaisquer venenos e cura doenças normais que afetavam a criatura no momento da morte. No entanto, não remove doenças mágicas, maldições ou efeitos similares; se eles não tiverem sido removidos antes da utilização dessa característica, eles voltam a afetar a criatura quando ela volta a viver. Ferimentos mortais são fechados e quaisquer partes do corpo perdidas são restauradas.
At the 8th level, you learn to infuse your attacks with the incandescent power of the forge. Once per turn, you can imbue an attack with a metal weapon with energy. In doing so, your next attack with that weapon deals an additional 2d8 + your Wisdom modifier of incinerating damage.  
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Additionaly you gain access to the spell list from the Mystery of Metal.


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The damage from this feature increases 1d8 when you reach the 12th level (3d8), the 16th level (4d8) and the 20th level (5d8).
Voltar dos mortos é um calvário. O alvo sofre –4 de penalidade em todas as suas jogadas de ataque, salvaguardas e testes de atributo. A cada vez que o alvo terminar um descanso longo, as penalidades são reduzidas em 1, até desaparecerem.
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===Bellows Breath===
Utilizar essa característica para trazer de volta à vida uma criatura que tenha morrido a um ano ou mais tempo é extremamente desgastante para você. Até você terminar um descanso longo, você não pode conjurar magias e terá desvantagem em todas as jogadas de ataque, testes de atributo e salvaguardas.
After the 11th level, you learn to exhale your inner flammes in a destructive way. Using an action, you expel a 15 foot cone starting from you, each creature within that area must make a Dexterity saving throw with DC equal to your spell DC. On a failure, the creature suffers 4d6 of incinerating damage and starts Burning, taking 4d6 incinerating damage at the beginning of each of their turns. On a success, the damage is reduce to half. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per full rest.
Você pode utilizar essa característica uma vez por descanso longo.
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The damage from this feature is increased by 1d6 when you reach the 16th level (5d6) and the 20th level (6d6). Additionaly, at the 16th level, a creature that fails the saving throw is affected by Feebleness while Burning.
Adicionalmente, utilizando uma ação, você pode conjurar a magia ''regeneração'' sem gastar pontos de Mana um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo.
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===Blessing of the Forge God===
==Rito da Forja==
At level 14, you learn to awaken a magical weapon or armor, causing them to become enhanced versions of their former selves. When using your Blessing of the Forge feature, you can, once per long rest, perform a 1-hour ritual and spend 100 gp on materials to awaken a weapon or armor, amplifying its existing powers in a limited way. A creature must attune to the item in order to use all of its properties and while the item is under the effect of the blessing, it takes on a different aspect than the original, something more refined or seemingly more powerful.
O Rito da Forja foi o que se formou de maneira mais lenta dentre todos os outros, ao passo que os responsáveis por esse Rito alcançaram a compreensão que as feridas dos seres vivos muitas vezes eram como as feridas daquilo que forjavam. A Forja esmera o caráter e direciona o intento do Acólito para tornar sua existência algo esmerado, como uma têmpera martelada diariamente na busca de um ideal.
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An awakened item receives additional benefits of the master's choice, a +1 sword can become a +2 sword while blessed, while armor that grants resistance to fire damage can grant an immunity to fire damage while equipped instead.
{| class="wikitable" style="text-align:center;"
|- style="font-weight:bold; text-align:left;"
! colspan="2" | Magias de Rito
|- style="font-weight:bold; text-align:left;"
| Nível de Acólito
| Magias
|-
| 1º
| style="font-style:italic; text-align:left;" | devastação ígnea, identificar
|-
| 3º
| style="font-style:italic; text-align:left;" | arma mágica, esquentar metal
|-
| 5º
| style="font-style:italic; text-align:left;" | érebo, modificar armas
|-
| 7º
| style="font-style:italic; text-align:left;" | fabricar, égide magmática
|-
| 9º
| style="font-style:italic; text-align:left;" | animar objetos, dobrar armaduras
|}
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Each item can only have one blessing, and you can have a maximum number of blessed items equal to your Proficiency bonus. As a bonus action, you can remove the blessing from an item you have blessed, even if it is far from you or even in another Realm of Existence.
===Proficiência Adicional===
Ao escolher esse Rito no 1º nível, você recebe proficiência com armaduras pesadas e com o Ofício de Ferreiro.
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===Disciple of Fire===
===Bênção da Forja===
at the 17th level your soul leaves it's mark on anything you put your will into. Every weapon that you make or is affected by any Class feature raises their damage scale by 1, reduce their critical margin by 1 and raises the damage dice multiplier for their critical hit by 1. When uma of those weapons deal a critical hit it exhales an explosion of white flames, causing your Acolyte level as additional disruptive damage.
Também no nível 1, você aprende como tornar um item mundano em algo especial imbuído de magia. Utilizando uma ação, você toca uma arma simples ou marcial, armadura ou escudo não mágico para imbuí-lo com energia espiritual. Ao fazer isso, o item se torna mágico até o final do seu próximo descanso longo ou até você morrer, recebendo metade do seu bônus de proficiência como bônus em sua CA (caso seja uma armadura ou escudo) ou como bônus em suas jogadas de ataque e dano (caso seja uma arma).
Additionaly, all armors that you make or that are under the effect of any of your Class features offer your resistance to incinerating damage to the usar while also giving advantage on saving throws against the Extreme Cold.
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===Call of the Forge God===
Você pode utilizar essa característica uma vez por descanso longo. Você ganha um uso adicional desta característica no 5º nível (2 usos), no 11º nível (3 usos) e no 17º nível (4 usos). Ao atingir o 8º nível, escudos ou armaduras afetadas por essa característica passam a conceder resistência a danos físicos e armas passam a causar dano mágico.
After the 28th level, the Forge God allows the sparks of the forge to come to your aid. Using an action, you summon an elemental ram entirely made of fire. This elemental acts at the end of your turn, has Strength 18, Dexterity 12 and Constitution 22, while also having the same Intelligence, Wisdom and Charisma values as you. The elemental has twice your life points, Large size, 40 feet of movement, 15 AC, immunity to all conditions (except Feebleness and Exhaustion), resistance to physical and immunity to incinerating damage, but has a vulnerability to glacial damage.
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The elemental disappears after 1 hour, when it's hit points reach 0, when you die or you use your bonus action to dismiss it. It obeys all of your commands and, if you are unable to give any command, it does it's best to protect you.
Adicionalmente, você recebe acesso à lista de magias do Mistério da Transmutação.
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The elemental can attack twice in one turn, one with it's horns and one with it's hooves, both using it's Strength modifierr on the attack and damage rolls. The horns deal 3d8 + 4 crushing damage while the hooves deal 1d8 + 4 smashing damage and 3d8 incinerating damage. Your proficiency bonus is added to the rolls of the elemental.
===Eflúvio: Dádiva do Artesão===
No 2° nível, você pode utilizar seu Eflúvio para criar itens simples feitos de metal. Através de um ritual de 1 hora de duração, você cria um item não mágico que precisa incluir algum metal: uma arma simples ou marcial, uma armadura, 10 peças de munição, um conjunto de ferramentas ou outro objeto metálico (ver Capítulo 6: Equipamento, para exemplos desses itens). A criação é completada ao final do ritual, aglutinando-se em um espaço desocupado à sua escolha em uma superfície a 5 pés de você.
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Each enemy creature that starts it's turn within 10 feet of the elemental suffers 2d8 incinerating damage, while allies heal 2d8 hit points.  
O que você criar não pode valer mais do que 100 PO. Como parte desse ritual, você precisa dispor de metal, cujo pode incluir moedas, com o valor igual à criação. O metal irreversivelmente se transforma na sua criação ao final do ritual, magicamente formando até partes não metais da criação. O ritual pode criar uma duplicata de um item não mágico que contém metal, como uma chave, se você possuir o item original durante o ritual.
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You can use this feature once per long rest.
===A Voz da Fornalha===
Também no nível 2, você se torna realmente um adepto da Forja, aprendendo a cada martelada como forjar seus itens e sua alma. Conforme você sobe de nível como Acólito do Rito da Forja, A Voz da Fornalha lhe concede as seguintes características:
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==Tides Rite==
* '''''Vestindo o Avental'''''. Você recebe proficiência com o Ofício de Curtidor e o Ofício de Funileiro.
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* '''''Forjador'''''. No 5º nível, como descrito na regra de Criando Itens no Capítulo 8: Aventurando-se, você gasta apenas ¼ do valor de mercado de uma armadura ou arma simples ou marcial em matéria-prima ao invés de metade do valor. Além disso, para cada dia de tempo livre que você gaste criando estes itens, você pode criar outro desses itens com um valor de mercado total não superior a 10 PO ao invés de 5, como especificado na regra criação de itens.
|- style="font-weight:bold; background-color:#B4A7D6;"
* '''''Diversificador'''''. Ao alcançar o nível 9, você aprende a utilizar os mais diversos materiais para suas armas e armaduras. Você pode utilizar Aço Rúnico, Pedra Relicário ou Prata Lunar como matéria-prima de suas armas e armaduras, desde que tenha acesso a esses materiais raros. Adicionalmente, todos os itens que você cria utilizando essa característica possuem +1 em suas jogadas de ataque e dano para armas e +1 de CA para armaduras.
! colspan="2" | Rite Spells
* '''''Forja Aprimorada'''''. A partir do 14º nível, todas as armas que você cria através da característica Diversificador possuem +2 em suas jogadas de ataque e dano ao invés de +1 e as armaduras possuem +2 em sua CA ao invés de +1. Além disso, você passa a poder criar armas e armaduras de até 15 PO utilizando a característica Forjador.
* '''''Caldeador Perito'''''. No nível 17, você aprendeu a utilizar seu conhecimento para dar um passo adiante na criação de armas e armaduras. A partir desse momento, você pode criar qualquer arma e armadura utilizando a característica Forjador. Adicionalmente, uma vez por descanso curto, o usuário de uma armadura criada por você pode utilizar a ação bônus dele para ativar o efeito especial de sua criação pelo próximo minuto, ao fazer isso o usuário recebe um bônus em seu valor de Força ou Destreza (à escolha do usuário e até o limite de 20) igual ao seu modificador de Sabedoria no momento em que a armadura foi criada.
* '''''Mestre da Forja'''''. Ao atingir o 20º nível, você se tornou um renomado mestre das armas e armaduras, suas criações são lendárias e requisitadas, todas as armas criadas por você passam a causar dano mágico. Além disso, você pode adicionar seu modificador de Sabedoria às jogadas de dano ao invés de +2 de todas as armas que você cria e todas as armaduras criadas por você possuem resistência à danos físicos simples e podem adicionar seu modificador de Sabedoria à CA ao invés de +2. Adicionalmente, você pode utilizar a Quitina Vastinata como matéria-prima de suas armas e armaduras.
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===Forja Viva===
Começando no nível 5, você possui chamas ardentes dentro de si que nunca se extinguem, lhe concedendo alguns benefícios. Você recebe as seguintes características:
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* Armas que você empunha e armaduras que você esteja vestindo não são afetadas por magias como esquentar metal.
* Enquanto estiver vestindo uma armadura feita de metal, você pode adicionar metade do seu modificador de Sabedoria à sua CA.
* Você possui vantagem em salvaguardas para resistir ao Frio.
* Você recebe resistência à dano ígneo. Ao atingir o 10º nível, você recebe resistência a dano incinerante e no 15º nível você se torna imune a esse dano.
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===Alma da Forja===
No 6º nível, compreender a Forja permite que você compreenda sua alma e exteriorize parte dela. Utilizando uma ação bônus, você pode emanar uma aura de chamas num raio de 20 pés ao seu redor pelo próximo minuto. No início de cada um de seus turnos, cada criatura hostil dentro dessa aura deve realizar uma salvaguarda de Constituição CD igual a CD de suas magias. Em uma falha, a criatura sofre 2d6 de dano ígneo, ou metade do dano em um sucesso. Cada criatura hostil que realizar um ataque corpo a corpo contra você também deve realizar essa salvaguarda.
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Adicionalmente, enquanto essa aura estiver ativa, ataques à distância feitos contra você recebem uma penalidade em seu dano igual à metade do seu nível de Acólito + seu modificador de Constituição (mínimo de 1). Você pode dissipar essa aura a qualquer momento com uma ação livre.
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Você pode utilizar essa característica um número de vezes igual ao seu modificador de Constituição (mínimo de 1) por descanso longo.
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O dano desta característica aumenta em 1d6 quando você alcança o 10º nível (3d6), o 14º nível (4d6) e o 18º nível (5d6). Ao alcançar o 10º nível, o dano desta característica se torna incinerante.
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===Impacto de Fogo===
No nível 8, você aprende como infundir seus ataques com o poder incandescente da Forja. Uma vez por turno, você pode imbuir energia em um ataque com uma arma feita de metal. Ao fazer isso, seu próximo ataque feito com essa arma causa 2d8 + seu modificador de Sabedoria como dano incinerante adicional. Adicionalmente, você recebe acesso à lista de magias do Mistério do Metal.
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O dano desta característica aumenta em 1d8 quando você alcança o 12º nível (3d8), o 16º nível (4d8) e o 20º nível (5d8).
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===Fôlego do Fole===
Começando no 11º nível, você aprende a exalar suas chamas interiores de forma destrutiva. Utilizando uma ação, você expele chamas em um cone de 15 pés a partir de você, cada criatura nessa área deve realizar uma salvaguarda de Destreza CD igual a CD de suas magias. Em uma falha, a criatura sofre 4d6 de dano incinerante e fica Chamuscada, sofrendo 1d6 de dano incinerante no início de cada um dos turnos dela. Em um sucesso, sofre metade do dano. Você pode utilizar essa característica um número de vezes igual ao seu modificador de Constituição (mínimo de 1) por descanso longo.
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O dano desta característica aumenta em 1d6 quando você alcança o 16º nível (5d6) e o 20º nível (6d6). Adicionalmente, no 16º nível uma criatura que falhe na salvaguarda também fica Enfraquecida enquanto estiver Chamuscada.
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===Bênção do Deus da Forja===
No nível 14, você aprende a imbuir o poder das runas para dentro de um item temporariamente. Ao utilizar sua característica Bênção da Forja, você pode realizar um ritual de 1 hora e gastar 100 PO em materiais para imbuir uma arma ou armadura com um Fluxo Rúnico à sua escolha. Você ignora qualquer pré-requisito para esse Fluxo, porém, não pode escolher um Fluxo Rúnico de uma Runessência. A Runa escolhida também recebe 2 melhorias e a maestria, à sua escolha.
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Uma criatura deve sintonizar com o item para poder utilizar todas as suas propriedades, podendo utilizar essa Runa normalmente enquanto ela se manter ativa no item. Enquanto o item estiver sob o efeito da bênção, ele assume um aspecto diferente do original, algo mais refinado ou aparentemente mais poderoso.
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===Discípulo do Fogo===
No 17° nível, sua alma deixa uma marca em tudo que você empenha sua vontade. Todas as armas que você cria ou que estejam sob efeito de alguma característica de Classe sua aumentam a categoria de dano em 1, tem a margem de crítico reduzida em 1 e o multiplicador de dados em um acerto crítico aumenta em 1. Quando uma dessas armas realiza um acerto crítico ela exala uma explosão de chamas brancas, causando seu nível de Acólito como dano disruptivo adicional.
Adicionalmente, todas as armaduras que você cria ou que estejam sob efeito de alguma característica de Classe sua oferece resistência a dano incinerante para seu usuário, além de vantagem em salvaguardas contra Frio Extremo.
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===Chamado do Deus da Forja===
Ao atingir o 20º nível, o Deus da Forja permite que uma das fagulhas de sua fornalha venha em seu auxílio. Utilizando uma ação, você convoca um carneiro elemental feito completamente de fogo. Esse elemental age no final de seu turno, possui 18 de Força, 12 de Destreza e 22 de Constituição, além de possuir os mesmos valores de Inteligência, Sabedoria e Carisma que você. O elemental possui o dobro de seus pontos de vida, possui tamanho Grande, tem 40 pés de deslocamento, possui 15 de CA, é imune a todas as condições (exceto Enfraquecido e Exaustão), possui resistência a danos físicos e imunidade a dano incinerante, porém possui vulnerabilidade à dano glacial.
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O elemental desaparece após 1 hora, quando cai a 0 pontos de vida, quando você morre ou até que você utilize sua ação bônus para dissipá-lo. Ele obedece a todos os seus comandos, caso você seja incapaz de fazê-los, ele fará o melhor para lhe proteger.
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O elemental pode atacar duas vezes em seu turno, uma com seus chifres e uma com seus cascos, ambos os ataques utilizam o modificador de Força do elemental nas jogadas de ataque e dano. Seus chifres causam 3d8 + 4 de dano esmagador mais 1d8 de dano incinerante, enquanto seus cascos causam 1d8 + 4 de dano esmagador e 3d8 de dano incinerante. Seu bônus de proficiência é somado às jogadas de ataque do elemental.
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Cada criatura hostil que inicie seu turno a até 10 pés do elemental sofre 2d8 de dano incinerante, enquanto aliados recuperam 2d8 pontos de vida.
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Você pode utilizar essa característica uma vez por descanso longo.
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==Rito das Marés==
O Rito das Marés pode ter surgido originalmente entre os Marai, uma tribo de vastaya que vivem no fundo do mar. Se há uma busca pela cura por parte de cada Rito, o Rito das Marés busca a cura dos próprios mares, oceanos e da vida que existe nele, muitas vezes contrapondo-se a outras formas de vida que existam nas profundezas.
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{| class="wikitable" style="text-align:center; color:#000000;"
|- style="font-weight:bold; text-align:left;"
|- style="font-weight:bold; text-align:left;"
! colspan="2" | Magias de Rito
| Acolyte Level
|- style="font-weight:bold; text-align:left;"
| Spells
| Nível de Acólito
|- style="background-color:#d9d2e9;"
| Magias
| 1st
| style="font-style:italic; text-align:left;" | create or destroy water, protection from evil and
good
|-
|-
|
| 3rd
| style="font-style:italic; text-align:left;" | criar ou destruir água, proteção contra o bem e o mal
| style="font-style:italic; text-align:left;" | water gush, minor restoration
|- style="background-color:#d9d2e9;"
| 5th
| style="font-style:italic; text-align:left;" | water walk, water breathing
|-
|-
|
| 7th
| style="font-style:italic; text-align:left;" | jato d’água, restauração menor
| style="font-style:italic; text-align:left;" | freedom of movement, control water
|-
|- style="background-color:#d9d2e9;"
| 5º
| 9th
| style="font-style:italic; text-align:left;" | andar sobre as águas, respirar na água
| style="font-style:italic; text-align:left;" | mass cure wounds, greater restoration
|-
| 7º
| style="font-style:italic; text-align:left;" | controlar água, movimentação livre
|-
|
| style="font-style:italic; text-align:left;" | curar ferimentos em massa, restauração maior
|}
|}
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The Tides Rite may have originally arisen among the Marai, a tribe of Vastaya who live at the bottom of the sea. If there is a search for healing on each rite's behalf, the tidal rite seeks the healing of the seas, oceans and the life that exists within it, oftenly opposing other forms of life that exist in the depths.
===Aptidão Marinha===
Ao escolher esse Rito no 1º nível, você passa a compreender a maré. Você recebe um deslocamento de natação de 30 pés, caso já possua esse deslocamento, ele aumenta em 15 pés. Além disso, você pode segurar seu fôlego por 1 hora adicional enquanto estiver embaixo da água, antes que precise realizar qualquer teste.
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===Sea Aptitude===
===Maré Oscilante===
When you chose this Rite at 1st lecel, you start to have an understanding of the tide. You gain a swimming speed of 30 feet, if you already have that type of movement, it is increased by 15 feet. Besides that, you can hold your breath for 1 additional hour while underwater before having to amke any check.
Também no nível 1, a fluidez de sua magia permite que você acelere determinados fluxos. Ao afetar você ou um aliado com um recurso que não cause dano, você pode utilizar sua reação para conceder a ele 10 pés de deslocamento adicional pelo próximo minuto. Esse efeito não se acumula. Você pode utilizar essa característica um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo.
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===Surging Tides===
Adicionalmente, você recebe acesso à lista de magias do Mistério da Água.
Also at level 1, the fluidity of your magic allows you to speed up certain flows. When you influence an ally with a non damaging resource, you can use your reaction to give them an additional speed of 10 feet for the next minute. This effect does not stack with itself. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.
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Additionaly, you gain access to the spell list of the Mystery of Water.
===Eflúvio: Bênção das Marés===
A partir do 2° nível, você pode utilizar seu Eflúvio para dar maior fluidez aos movimentos de um aliado. Utilizando uma ação bônus, você pode conceder a Bênção das Marés a você ou um aliado que você possa ver a até 30 pés de você. Ao fazer isso, os próximos 3 ataques desse aliado causam 2d6 + seu modificador de Sabedoria de dano adicional.
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===Liturgy: Tides' Blessing===
O dano desta característica aumenta em 1d6 quando você alcança o 6º nível (3d6), o 10º nível (4d6), o 14º nível (5d6) e o 18º nível (6d6). Ao alcançar o 10º nível, o dano do ataque se torna mágico.
After the 2nd level, you can use your Liturgy to give more swiftness to an ally's movements. Using a bonus action you o grant Tide's Blessing to an ally that you can see within 30 feet of you, the next 3 weapon attacks of that ally are deal an additional damage of 1d6 + your Wisdom modifier.
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The damage from this feature increases by 1d6 when you reach the 6th level (3d6), the 10th level (4d6) and the 14th level (5d6) and the 18th level (6d6). When you reach the 10th level, the attack's damage becomes magical.
===Domar o Fluxo===
Também no nível 2, você consegue manter e manipular uma camada quase invisível de água em volta de seu corpo enquanto você estiver consciente. Sempre que você sofrer dano contundente, esmagador, ígneo ou incinerante, você reduz o dano sofrido em uma quantidade igual ao seu modificador de Sabedoria.
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===Tame the Flow===
Adicionalmente, caso você fique Chamuscado, você pode utilizar sua reação para extinguir as chamas, desde que elas não exijam água mágica. Alternativamente, você pode utilizar essa característica em um aliado gastando 1 ponto de Mana. Você pode utilizar essa característica um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo.
Also at level 2, you can keep and manipulate an almost invisible layer of water around your body while you're conscious. Whenever you suffer bludgeoning, smashing, fire or incinerating damge, you reduce that damage by an amount equal to your Wisdom modifier.  
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Additionaly, in case you are Bruning, you can use your reaction to put off the flames as long as they don't require magical water. Alternatively, you can use this feature on an ally spending 1 Mana point. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.
Ao alcançar o 10º nível, seu modificador de Sabedoria para reduzir dano é dobrado para essa característica. Você também passa a poder apagar as chamas de Chamuscado que exijam água mágica.
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After the 10th level, your Wisdom modifier to reduce damage using this feature is doubled. You can also extinguish flammes of a Burning effect that requires magical water.
===Vazante e Fluxo===
No nível 5, você aprende a conjurar um jato de água capaz de curar aliados e ferir inimigos. Utilizando uma ação, escolha um alvo a até 15 pés de você, caso seja você ou um aliado, ele recupera 2d6 pontos de vida e você pode redirecionar o jato d’água para um novo alvo a até 15 pés da criatura atingida. Caso seja uma criatura hostil, ela deve realizar uma salvaguarda de Destreza CD igual a CD de suas magias. Em uma falha, ela sofre 2d6 de dano perfurante e você pode redirecionar o jato de água para um novo alvo a até 15 pés da criatura atingida. Em um sucesso, a criatura sofre metade do dano. Você pode redirecionar esse jato até 3 vezes.
Você pode utilizar essa característica um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo.
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===Ebb and Flow===
O dano e cura desta característica aumenta em 1d6 quando você alcança o 6º nível (3d6), o 10º nível (4d6), o 14º nível (5d6) e o 18º nível (6d6). Ao alcançar o 10º nível, o dano desta característica se torna incisivo.
At level 5 you learn to summon a gush of water able to heal allies and hurt enemies. Using an action, choose a target within 15 feet of you, if it's an ally, they heal 2d6 hit points and you can redirect the gush of water to a new target within 15 feet of the healed creature. If it's a hostile creature, they must succeed a Dexterity saving throw with DC equal to your spell DC. On a failure, the target takes 2d6 piercing damage and you can redirect the gush of water to a new target within 15 feet of the damaged creature. On a success, the creature only the damage is halved. You can redirect the gush up to 3 times.
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You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.


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The damage and healing from this feature increases by 1d6 when you reach the 6th level (3d6), the 10th level (4d6) and the 14th level (5d6) and the 18th level (6d6). When you reach the 10th level, this feature's damage becomes Incisive.
===Conjurador das Marés===
No 6° nível, manipular a água se torna algo completamente natural para você, conseguindo tratar a mesma como um material sólido. Você pode conjurar a magia criar ou destruir água como uma magia de 2º nível sem gastar pontos de Mana um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo. Ao conjurar essa magia desta maneira, a água conjurada é considerada água do mar e você pode usar uma ação bônus para moldá-la de uma das seguintes maneiras:
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===Tidecaller===
* '''''Arco D’água'''''. Você pode utilizar a água para realizar um ataque à distância contra uma criatura que esteja a até 60 pés de você. Caso atinja, você causa 3d8 de dano contundente e a criatura deve realizar uma salvaguarda de Força CD igual a CD de suas magias. Em uma falha, a criatura fica Caída.
At the 6th level, manipulating the water becomes something completely natural to you, enabling you to treat it as a solid material. You can cast the spell "create or destroy water" as a 2nd-level spell without expending mana a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When you cast this spell this way, the water you conjure is considered seawater, and you can use a bonus action to shape it in one of the following ways:
* '''''Armadura Aquática'''''. Você se envolve completamente em água, recebendo resistência à dano ígneo. Ataques corpo a corpo contra você possuem desvantagem e ataques à distância feitos contra você que estejam além do alcance normal da arma falham automaticamente. Você pode respirar normalmente enquanto envolto dessa maneira. Você pode manter essa armadura por 1 minuto ou até que fique Incapacitado. Ao final da duração, a água cai no chão.
* '''''Grilhões de Água'''''. Você envia uma pequena porção de água para prender uma criatura a até 15 pés de você. A criatura deve realizar uma salvaguarda de Força CD igual a CD de suas magias. Em uma falha, ela é envolta em gelo, ficando Contida pelo próximo minuto. Em um sucesso, a água retorna para você. Uma criatura Contida por esses grilhões pode repetir a salvaguarda no início de cada um de seus turnos, encerrando a condição em um sucesso. Ao final da duração, a água cai no chão.
* '''''Piscina Particular'''''. Você cria uma área coberta de água aos seus pés num raio de 10 pés ao seu redor com 3 pés de altura, essa água se move com você. Essa área é considerada terreno difícil para criaturas que não possuem deslocamento de natação. Essa área dura até que você fique Incapacitado.
* '''''Tentáculos Aquáticos'''''. Você utiliza sua água para criar tentáculos de água que servem como extensão para seus próprios braços. Seus ataques desarmados passam a causar 2d6 de dano contundente e possuem um alcance de 15 pés. Esses tentáculos duram por 1 minuto ou até que você os desfaça com uma ação livre.
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* '''''Water Bow'''''. You can use the water to make a ranged attack against a creature within 60 feet of you. On a hit, you deal 3d8 bludgeoning damage and the creature must make a Strength saving throw with DC equal to your spell DC. On a failed save, the creature becomes Prone.
Adicionalmente, você aprende o idioma Silvestre e se torna uma figura amigável a todas as criaturas marinhas que o veem, podendo convencê-las a te auxiliar como faria com qualquer outro PNJ. Você também pode gastar 1 minuto em concentração para fazer um chamado às criaturas marinhas que estejam a até 1 milha de você, a quantidade de criaturas que atenderão ao seu chamado é definida pelo Mestre.
* '''''Aquatic Armor'''''. You make yourself completely enveloped in water, gaining resistance to fire damage. Melee attacks against you have disadvantage and ranged attacks made against you that are beyond the weapon's normal range automatically miss. You can breathe normally while wrapped in this way. You can maintain this armor for 1 minute or until you are Incapacitated. At the end of the duration, the water drops to the ground.
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* '''''Fetters of Water'''''. You send a small portion of water to trap a creature within 15 feet of you. The creature must make a Strength saving throw DC equal to your spell DC. On a failed save, it gets encased in ice, being Restrained for the next minute. On a success, the water returns to you. A creature Restrained by these fetters can repeat the saving throw at the start of each of its turns, ending the condition on a success. At the end of the duration, the water drops to the ground.
* '''''Private Pool'''''. You create a 3-foot tall area covered in water at your feet in a 10-foot radius around you, this water moves with you. This area is considered difficult terrain for creatures that don't have a swimming speed. This area lasts until you become Incapacitated.
* '''''Aquatic Tendrils'''''. You use your water to create tentacles of water that serve as extensions of your own arms. Your unarmed strikes now deal 2d6 bludgeoning damage and have a range of 15 feet. These tentacles last for 1 minute or until you dismiss them with a free action.


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Additionally, you learn the Sylvan language and become a friendly figure to all sea creatures that see you, and you can convince them to help you as you would with any other NPC. You can also spend 1 minute in concentration to call on to sea creatures within 1 mile of you, the amount of creatures that will answer your call is up to the Game Master.
Além disso, desde que você tenha acesso à uma fonte de água corrente ou ao oceano, você pode recuperar seu modificador de Sabedoria em pontos de Mana adicionais durante um descanso curto.
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Besides that, as long as you have access to a source of running water or the ocean, you can regain your Wisdom modifier in additional Mana points during a long rest.
===Aura Protetora===
A partir do 8° nível, você emana a energia mágica da água. Utilizando uma ação, você passa a emitir uma aura de proteção em um raio de 15 pés ao seu redor pelo próximo minuto, você e seus aliados possuem vantagem em salvaguardas de Sabedoria e recebem resistência a todos os danos simples enquanto estiverem dentro dessa área. Essa aura se move com você. Você pode utilizar essa característica um número de vezes igual a metade do seu modificador de Sabedoria (mínimo de 1) por descanso longo.
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===Protective Aura===
Adicionalmente, você recebe acesso à lista de magias do Mistério da Hemomancia.
Starting at 8th level, you emanate the magical energy of water. Using an action, you start emitting a protective aura in a 15-foot radius around you for the next minute, you and your allies have advantage on Wisdom saving throws, and resistance to all simple damage while within that area. That aura moves with you. You can use this feature a number of times equal to half of your Wisdom modifier (minimum of 1) per full rest.
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Additionaly, you gain access to spell list of the Mystery of Hemomancy.
Ao atingir o 16º nível, cada criatura dentro dessa aura passa a receber resistência a todos os danos mágicos e o raio da aura se torna 30 pés.
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Upon reaching 16th level, each creature within that aura gains resistance to all magic damages and the aura's radius becomes 30 feet.
===Prisão Aquática===
No 11º nível, você utiliza a água ao seu redor para condensá-la em uma enorme bolha capaz de prender diversas criaturas. Utilizando uma ação, você utiliza a água do mar que você possui em forma de uma bolha de água em um ponto a até 30 pés de você, cada criatura num raio de 10 pés desse ponto deve realizar uma salvaguarda de Destreza CD igual a CD de suas magias. Em uma falha, a criatura sofre 4d8 de dano contundente e fica presa na bolha. Em um sucesso, a criatura sofre metade do dano.
A bolha pode prender apenas 1 criatura Grande ou 4 criaturas Médias ou menores. A bolha dura por 1 minuto e fica flutuando a 5 pés do chão. Uma criatura presa na bolha pode ser vista normalmente, porém possui cobertura total, além de não poder respirar e estar Contida. No início de cada um de seus respectivos turnos, uma criatura presa deve realizar um teste de Atletismo CD igual a CD de suas magias. Em um sucesso, a criatura é libertada.
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===Water Prison===
Uma criatura a até 5 pés da bolha pode utilizar sua ação para puxar uma criatura presa para fora da bolha. Para fazer isso, a criatura deve ser bem-sucedida em teste de Atletismo CD igual a CD de suas magias.
At the 11th level, you use the water around you to condense it into a huge bubble able to trapp many creatures. Using an action, you use the seawater you have in the form of a water bubble at a point within 30 feet of you, each creature within 10 feet of that point must make a Dexterity saving throw with DC equal to your Dexterity sepll DC. On a failure, the creature suffers 4d8 bludgeoning damage and becomes trapped in the bubble. On a success, the creature only suffers half of the damage.
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The bubble can only trap 1 Large creature or 4 Medium or maller creatures. The bubble lasts for 1 minute and floats 5 feet above the ground. A creature trapped in the bubble can be seen normally, but it has full cover, in addition to being unable to breathe and being Restrained. At the start of each of its respective turns, a trapped creature must make an Athletics check with DC equal to your spell DC. On a success, the creature is freed.


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A creature within 5 feet of the bubble can use its action to pull a trapped creature out of the bubble. To do so, the creature must succeed on an Athletics check with DC equal to your spell DC.
Você pode utilizar essa característica um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo.
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You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.
===Cria do Mar===
No nível 14, você pode conjurar uma torrente de água em forma de uma criatura marinha. Utilizando uma ação, cada criatura hostil em uma linha de 60 pés de comprimento por 15 pés de largura a partir de você deve realizar uma salvaguarda de Constituição CD igual a CD de suas magias. Em uma falha, a criatura sofre 6d10 de dano esmagador, fica Caída e Enfraquecida por 1 minuto. Em um sucesso, a criatura sofre metade do dano. Uma criatura Enfraquecida dessa maneira pode repetir a salvaguarda no início de cada um de seus turnos, encerrando a condição em um sucesso.
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===Sea Cub===
Cada aliado nessa linha recupera 6d10 pontos de vida e recebe metade do resultado dos dados como pontos de vida temporários.
At level 14, you can conjure a torrent of water in the shape of a sea creature. Using an action, each hostile creature in a 60-foot-long, 15-foot-wide line from you must make a Constitution saving throw with DC equal to your spell DC. On a failure, the creature suffers 6d10 crushing damage, becomes knocked Prone and Feeble for 1 minute. On a success, the creature only takes half damage. A creature affected by Feebleness in this way can repeat the saving throw at the start of each of its turns, ending the condition on a success.
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Each ally in that line heals 6d10 hit points and takes half of the dice result as temporary hit points.
Você pode utilizar essa característica um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo.
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You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.
===Maré Violenta===
No 17° nível, você represa dentro de você uma violenta magia das águas. Você sempre tem a magia ''tsunami'' preparada, ela não conta para o máximo de magias que você pode preparar por descanso longo e você pode conjurá-la sem gastar pontos de Mana uma vez por descanso longo. Ao conjurar essa magia desta maneira, o dano inicial se torna 8d10, diminui em 1d10 para cada rodada subsequente e a água inunda toda a área em que a tsunami passar pelo próximo minuto, essa área é considerada terreno difícil para criaturas que não possuem deslocamento de natação.
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===Tidal Wave===
===Grande Onda===
At the 17th level, you dam up violent water magic within you. You always have the spell ''tsunami'' prepared, it doesn't count towards the maximum spells you can prepare per full rest, and you can cast it without spending mana points once per full rest. When you cast this spell this way, the initial damage becomes 8d10, decreases by 1d10 for each subsequent round and water floods the entire area the tsunami passes through during the next minute, this area is considered difficult terrain for creatures that have no swimming speed.
Ao atingir o 20º nível, sua conexão com a água e a magia elemental que envolve a mesma alcança um nível pleno. Você pode conjurar a magia ''jato d’água'' como uma magia de 3º nível sem gastar pontos de Mana um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo.
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===Great Wave===
Além disso, sempre que você causar dano a uma criatura hostil utilizando uma característica de Classe ou uma magia do Mistério da Água ou da Hemomancia, você recupera 2d8 + seu modificador de Sabedoria pontos de vida. Todos os pontos de vida excedentes recuperados dessa maneira se tornam pontos de vida temporários, podendo se acumular.
When you reach the 20th level, your connection to water and the elemental magic that surrounds it reaches a full level. You can cast the spell ''water gush'' as a 3rd-level spell without expending mana a number of times equal to your Wisdom modifier (minimum of 1) per long rest.  
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Besides that, whenever you deal damage to a hostile creature using a Class feature or a Mystery of Water or Hemomancy spell, you recover 2d8 + your Wisdom modifier hit tpoints. Any excess hit points recovered in this way become temporary hit points that can stack.
==Rito da Natureza==
A natureza não se limita à fauna, mas se expande pela flora e até à realidade sutil, alcançando até mesmo a essência espiritual das rochas. O Rito da Natureza é focado em curar a terra e as plantas, utilizando o próprio solo como maior artifício para manifestar os eflúvios naturais quando necessário. Onde há a corrupção da terra, um Acólito da Natureza estará em busca de restabelecer a harmonia, demonstrando que até mesmo as flores têm seus espinhos.
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==Nature Rite==
{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center; margin: auto auto 10px 10px; float: right; vertical-align:middle; background-color:#F8F9FA;"
|- style="font-weight:bold; background-color:#B4A7D6;"
! colspan="2" | Rite Spells
|- style="font-weight:bold; text-align:left;"
|- style="font-weight:bold; text-align:left;"
! colspan="2" | Magias de Rito
| Acolyte Level
|- style="font-weight:bold; text-align:left;"
| Spells
| Nível de Acólito
|- style="background-color:#d9d2e9;"
| Magias
| 1st
| style="font-style:italic; text-align:left;" | goodberry, purify food and drin
|-
|-
|
| 3rd
| style="font-style:italic; text-align:left;" | bom fruto, purificar alimentos e bebidas
| style="font-style:italic; text-align:left;" | grow thorns, locate animals or plants
|- style="background-color:#d9d2e9;"
| 5th
| style="font-style:italic; text-align:left;" | plant growth, speak with Plants
|-
|-
|
| 7th
| style="font-style:italic; text-align:left;" | crescer espinhos, localizar animais ou plantas
| style="font-style:italic; text-align:left;" | hallucinatory terrain, root swamp
|-
|- style="background-color:#d9d2e9;"
| 5º
| 9th
| style="font-style:italic; text-align:left;" | ampliar plantas, falar com plantas
| style="font-style:italic; text-align:left;" | commune with nature, awakening
|-
| 7º
| style="font-style:italic; text-align:left;" | terreno alucinatório, pântano de raízes
|-
|
| style="font-style:italic; text-align:left;" | comunhão com a natureza, despertar
|}
|}
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Nature is not limited to fauna, but expands through flora and even subtle reality, reaching even the spiritual essence of rocks. The Nature Rite is focused on healing the earth and the plants, using the soil itself as the greatest device to manifest natural liturgies when needed. Where there is corruption in the land, an Acolyte of Nature will seek to restore harmony, demonstrating that even flowers have their thorns.
===Proficiência Adicional===
Ao escolher esse Rito no 1º nível, você recebe proficiência em Natureza, caso já possua proficiência você recebe especialidade. Adicionalmente, você recebe proficiência com o Ofício de Herbalista.
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===Additional Proficiency===
===Voz da Natureza===
When you choose this Rite at 1st level, you gain proficiency in Nature, if you already have that proficiency, you gain specialty. Additionally, you gain proficiency with the Apothecary Craft.
Também no nível 1, você aprende a interpretar e decifrar todos os sinais que a natureza expõe, identificando o que a maior parte das pessoas não percebe, seja através dos animais ou de sutis mudanças no clima.
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===Voice of Nature===
A natureza possui muitas maneiras de transmitir informações, animais fugindo, pássaros em debandada, ou até mesmo o próprio vento pode trazer muitas informações sobre o que está havendo em uma região, carregando resquícios de incêndios, cheiros e até mesmo sons, você sabe interpretar todos esses sinais, tendo uma noção geral dos eventos de uma área. Você também aprende o idioma Silvestre.
Also at level 1, you learn to interpret and decipher all the signs that nature exposes, identifying what most people don't notice, be it through animals or through subtle changes in the climate.
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Nature has many ways of transmitting information, animals fleeing, birds in flight or even the wind itself can bring a lot of information about what is happening in a region, carrying remnants of fires, smells and even sounds, you know how to interpret all of these signals, getting a general sense of events in an area. You also learn the Sylvian language.
Além disso, os animais podem entender o seu discurso, e você ganha a capacidade de decifrar seus ruídos e movimentos. A maioria dos animais não tem inteligência para transmitir ou entender conceitos sofisticados, mas uma fera amigável pode transmitir o que viu ou ouviu no passado recente. Esta característica não lhe concede amizade com feras, embora você possa combinar essa habilidade com presentes para angariar favores deles como faria com qualquer PNJ.
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Besides that, animals can understand your speech and you gain the ability to decipher their noises and movements. Most animals lack the intelligence to convey or understand sophisticated concepts, but a friendly beast can convey what it has seen or heard in the recent past. This feature doesn't grant you friendship with beasts, although you can combine this feature with gifts to curry favor with them as you would with any NPC.
Adicionalmente, você recebe acesso à lista de magias do Mistério da Flora.
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Additionaly, you gain access to the spell list of the Mystery of Flora.
===Eflúvio: Ajuda da Natureza===
No 2° nível, você pode utilizar seu Eflúvio para convocar uma criatura ao seu auxílio. Utilizando uma ação, você invoca um elemental de pedra ou de vinha, à sua escolha, em um ponto que você possa ver a até 30 pés de você. O ND dessa criatura é igual a metade do seu nível de Acólito (mínimo de 2). Esse elemental age no final de seu turno, agindo por conta própria para ajudá-lo da melhor maneira possível. O elemental desaparece após 1 hora ou após cair a 0 pontos de vida.
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===Liturgy: Nature's Aid===
===Toque de Mogno===
At the 2nd level, you can use your Liturgy to summon a creature to your aid. As an action, you summon a stone or vine elemental, at your choice, to a point you can see within 30 feet of you. This creature's CR is equal to half of your Acolyte level (minimum 2). This elemental acts at the end of your turn, acting on its own to help you as best it can. The elemental disappears after 1 hour or after dropping to 0 hit points.
Também no nível 2, sua energia mágica é inerentemente ligada à natureza, dando a você e a todas as suas invocações um aspecto similar ao das árvores, ou como se fossem feitos de madeira. Você e todas as suas criaturas invocadas estão sempre sob o efeito da magia pele de árvore.
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===Mahogany Touch===
A sua CA e das criaturas invocadas não pode ser menor que 17 no 5º nível, 18 no 11º nível e 19 no 17º nível.
Also at the 2nd level, your magical energy is inherently tied to nature, giving you and all your summons an appearance similar to trees, or as if you were made of wood. You and all your summoned creatures are always under the effect of the ''barkskin'' spell.
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A CA desta característica aumenta em 1 quando você alcança o 5º nível (17), o 11º nível (18) e o 19º nível (19).
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Your AC and that of your summoned creatures cannot be less than 17 at the 5th level, 18 at the 11th level, and 19 at the 17th level.
===Encantador de Raízes===
No nível 5, você aprende segredos sobre as raízes, conseguindo assim, amplificar o poder de algumas magias. Escolha entre as seguintes magias: conjurar espinhos, criar muda ou vinha constritora. Você sempre tem a magia escolhida preparada e ela não conta para o máximo de magias que você pode preparar por descanso longo. Além disso, a magia escolhida possui o seguinte efeito adicional:
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===Root Enchanter===
* '''''Conjurar Espinhos'''''. Você pode conjurar essa magia como uma magia de 3º nível sem gastar pontos de Mana um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo. Ao conjurar essa magia desta maneira, cada criatura que falhe na salvaguarda sofre 5d6 de dano perfurante e deve realizar uma salvaguarda de Constituição. Em uma falha, a criatura sofre 1d10 + seu modificador de Sabedoria de dano venenoso e fica Intoxicada pelo próximo minuto, podendo repetir a salvaguarda no final de cada um dos turnos dela para encerrar essa condição. Em um sucesso, a criatura não pode ser Intoxicada por essa magia por 24 horas.
At the 5th level, you learn secrets about the roots, thus amplifying the power of certain spells. Choose from the following spells: conjure thorns, create sapling or constricting vine. You always have the chosen spell prepared, and it doesn't count towards the maximum spells you can prepare per full rest. In addition, the chosen spell has the following additional effect:
* '''''Criar Muda'''''. Você pode conjurar essa magia como uma magia de 3º nível sem gastar pontos de Mana um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo. Ao conjurar essa magia desta maneira, a muda possui um deslocamento de caminhada de 40 pés, persegue a criatura hostil mais próxima a até 50 pés dela e, ao explodir, cada criatura que falhe na salvaguarda sofre 4d6 de dano energético, seu deslocamento é reduzido em 15 pés até o início de seu próximo turno e no início do próximo turno dela, ela deve realizar uma salvaguarda de Constituição. Em uma falha, a criatura sofre 4d6 de dano energético.
* '''''Vinha Constritora'''''. Você pode conjurar essa magia sem gastar pontos de Mana um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo. Ao conjurar essa magia desta maneira, cada criatura que falhe na salvaguarda sofre 4d6 de dano venenoso e fica Envenenada, sofrendo 1d6 de dano venenoso no início de cada um dos turnos dela.
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* '''''Conjure Thorns'''''. You can cast this spell as a 3rd-level spell without expending Mana points a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When casting this spell this way, each creature that fails the saving throw takes 5d6 piercing damage and must make a Constitution saving throw. On a failure, the creature takes 1d10 + your Wisdom modifier poison damage and gets Intoxicated for the next minute, being able to repeat the saving throw at the end of each of its turns to end this condition. On a success, the creature cannot be Intoxicated by this spell for 24 hours.
Ao alcançar o 10º nível, o dano causado pela magia escolhida se torna mágico. Adicionalmente, você pode escolher uma nova magia ao alcançar os 11º e 17º níveis.
* '''''Create Sapling'''''. You can cast this spell as a 3rd-level spell without expending mana a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When casting this spell this way, the sapling has a walking speed of 40 feet, chases the nearest hostile creature within 50 feet of it and, when it explodes, each creature that fails the saving throw takes 4d6 force damage, its speed is reduced by 15 feet until the start of its next turn and, at the start of its next turn, it must make a Constitution saving throw. On a failure, the creature takes 4d6 force damage.
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* '''''Constrictor Vine'''''. You can cast this spell without expending mana a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When you cast this spell this way, each creature that fails the saving throw takes 4d6 poison damage and becomes Poisoned, taking 1d6 poison damage at the start of each of each of its turns.


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Upon reaching 10th level, the damage dealt by the chosen spell becomes magical. Additionally, you can choose a new spell when you reach the 11th and the 17th level.
===Invocador Poderoso===
Começando no 6° nível, suas invocações são mais fortes do que o normal, sendo mais resistentes e poderosas. Ao invocar um elemental, fera ou planta, ela recebe os seguintes benefícios:
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===Powerful Summoner===
* A criatura invocada adiciona seu bônus de proficiência ao dano causado.
Starting at the 6th level, your summons are stronger than normal, being tougher and more powerful. When summoning an elemental, beast or plant, it gains the following benefits:
* A criatura invocada recebe resistência a danos físicos simples, caso já possua, recebe resistência a danos físicos mágicos. No 17º nível, a criatura invocada recebe resistência a todos os danos simples.
* A criatura invocada adiciona seu bônus de proficiência aos pontos de vida para cada Dado de Vida que ela possua. Ou seja, caso você esteja no 6º nível de Acólito e invoque uma criatura que possua 8d10 pontos de vida, ela adiciona 24 pontos de vida.
* Todo o dano causado pela criatura invocada se torna mágico.
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* The summoned creature adds your proficiency bonus to the damage dealt.
===Crescimento Virente===
* The summoned creature gains resistance to simple physical damage, if it already has it, it gains resistance to magical physical damage. At 17th level, the summoned creature gains resistance to all simple damage.
No nível 8, você tem o toque verde, sendo capaz de fazer plantas vigorosas surgirem de forma extremamente veloz. Você recebe acesso à lista de magias do Mistério da Invocação. Adicionalmente, escolha uma das seguintes opções:
* The summoned creature adds your proficiency bonus to it's hit points for each Hit Dice it has. That is, if you are at the 6th level as an Acolyte and you summon a creature that has 8d10 hit points, it adds 24 (8x3) hit points.
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* All damage dealt by the summoned creature becomes magical.


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===Verdant Growth===
* '''''Formação de Arbustos'''''. Você aprende a criar plantas em qualquer lugar para proteger você e seus aliados do perigo. Utilizando uma ação, escolha um ponto que você possa ver a até 20 pés de você, plantas crescem num raio de 10 pés desse ponto e permanecem pelo próximo minuto. Aliados que estejam dentro dessa área não podem ser vistos do lado de fora e não podem ser afetados por qualquer magia do Mistério da Adivinhação ou percebido por sensores mágicos de vidência, além disso podem enxergar normalmente o que acontece fora dessa área. Cada criatura hostil que estiver nessa área ou começar seu turno dentro dela deve realizar uma salvaguarda de Destreza CD igual a CD de suas magias. Em uma falha, a criatura fica Contida pela duração dessa característica, podendo realizar uma salvaguarda de Força CD igual a CD de suas magias no início de cada um dos turnos dela para encerrar essa condição.
At level 8, you have the green touch, being able to make vigorous plants appear extremely quickly. You gain access to the spell list of the Mystery of Summoning. Additionally, choose one of the following options:
* '''''Jardim de Espinhos'''''. Você aprende a utilizar a magia floral para criar uma semente especial, controlando o tipo de planta que irá florescer e acelerando seu crescimento. Utilizando uma ação bônus, você conjura uma semente em um ponto a até 15 pés de você, no início do seu próximo turno a semente floresce, se transformando em uma planta Cospe-Espinhos ou Vinha Áspera, à sua escolha. Ela age no final de seu turno e obedece a todos os seus comandos.
* '''''Garras da Natureza'''''. Você aprende a convocar as raízes incrustadas no fundo da terra para fazer com que elas se retorçam e avancem em direção aos seus inimigos. Utilizando uma ação, você conjura 3 raízes em três linhas de 60 pés de comprimento por 5 pés de largura a partir de você em uma direção à sua escolha, essas raízes avançam paralelas umas às outras, parando na primeira criatura hostil que atingir. Ela deve realizar uma salvaguarda de Destreza CD igual a CD de suas magias. Em uma falha, a criatura sofre 5d6 de dano esmagador e fica Contida pelo próximo minuto. Em um sucesso, a criatura sofre metade do dano e a raíz continua a percorrer a linha até que atinja um alvo que falhe na salvaguarda ou chegar ao seu alcance limite, o que acontecer primeiro. Um alvo Contido por essa característica pode realizar uma salvaguarda de Força CD igual a CD de suas magias no final de cada um dos turnos dela para encerrar essa condição.
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* '''''Bush Formation'''''. You learn to grow plants anywhere to protect yourself and your allies from harm. Using an action, choose a point you can see within 20 feet of you, plants grow within 10 feet of that point and remain for the next minute. Allies within this area cannot be seen from the outside and cannot be affected by any spell from the Mystery of Divination or sensed by scrying magic sensors, and they can normally see what happens outside this area. Each hostile creature that is in that area or starts its turn there must make a Dexterity saving throw with DC equal to your spell DC. On a failure, the creature is Restrained for the duration of this feature, being able to make a Strength saving throw with DC equal to your spell DC at the start of each of its turns to end this condition.
Você pode utilizar essa característica um número de vezes igual a metade do seu nível de Acólito por descanso longo.
* '''''Garden of Thorns'''''. You learn to use floral magic to create a special seed, controlling the type of plant that will bloom and accelerating its growth. Using a bonus action, you conjure a seed at a point within 15 feet of you and, at the start of your next turn, the seed blossoms into a Thorn Spitter or Vine Lasher at your choice. It acts at the end of your turn and obeys all your commands.
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* '''''Nature's Grasp'''''. You learn to summon roots buried deep within the earth to make them twist and rush toward your enemies. As an action, you conjure 3 roots in three 60 feet long and 5 feet wide lines starting from you in a direction of your choice, these roots run in parallel to each other, stopping at the first hostile creature they hit. It must make a Dexterity saving throw with DC equal to your spell DC. On a failure, the creature takes 5d6 crushing damage and is Restrained for the next minute. On a success, the creature takes half damage, and the root continues to travel the line until it hits a target that fails the saving throw or reaches its maximum range, whichever comes first. A target Restrained by this feature can make a Strength saving throw with DC equal to your spell DC at the end of each of its turns to end this condition.


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You can use this feature a number of times equal to half of your Acolyte level per full rest.
===Sementes de Poder===
No 11º nível, você é capaz de encantar sementes com propriedades fantásticas, que ao serem ingeridas fortalecem uma criatura. Através de um ritual de 1 hora de duração, você pode encantar uma semente com uma das seguintes opções:
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===Seeds of Power===
* '''''Cura'''''. Ao consumir essa semente, você recupera 8d10 + seu modificador de Sabedoria em pontos de vida, os pontos de vida excedentes são convertidos em pontos de vida temporários.
At the 11th level, you can enchant seeds with fantastic properties, which empower a creature when ingested. Through a 1-hour ritual, you can enchant a seed with one of the following options:
* '''''Explosão'''''. Ao invés de consumir essa semente, você pode utilizar sua ação bônus para lançá-la aos pés de uma criatura a até 20 pés de você. A criatura deve realizar uma salvaguarda de Força CD igual a CD de suas magias. Em uma falha, a criatura sofre 8d10 + seu modificador de Sabedoria de dano esmagador.
* '''''Fortalecimento'''''. Ao consumir essa semente, seu corpo é fortalecido. Seus valores de Força, Destreza e Constituição aumentam em um valor igual a metade do seu bônus de proficiência até o final de seu próximo turno.
* '''''Raízes'''''. Ao consumir essa semente, você recebe a capacidade de controlar raízes.  Escolha uma criatura que você possa ver a até 60 pés de você. Ela deve realizar uma salvaguarda de Destreza CD igual a CD de suas magias. Em uma falha, raízes envolvem a criatura, a deixando Contida. Essas raízes funcionam como algemas, porém, não podem ser abertas.
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* '''''Healing'''''. When you consume this seed, you recover 8d10 + your Wisdom modifier in hit points, the excess hit points are converted in temporary hit points.
Como parte desse ritual, você precisa dispor de 20 PO em materiais para cada semente que você encantar e deve definir o efeito do encantamento ao iniciar o ritual. Uma criatura deve utilizar sua ação bônus para consumir uma semente. Você pode manter um número de sementes encantadas igual a metade do seu nível de Acólito e elas perdem suas propriedades mágicas ao final do seu próximo descanso longo.
* '''''Explosion'''''. Instead of consuming this seed, you can use your bonus action to throw it at the feet of a creature within 20 feet of you. The creature must make a Strength saving throw with DC equal to your spell DC. On a failure, the creature takes 8d10 + your Wisdom modifier crushing damage.
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* '''''Fortification'''''. By consuming this seed, your body is strengthened. Your Strength, Dexterity, and Constitution scores increase by an amount equal to half your proficiency bonus until the end of your next turn.
* '''''Roots'''''. By consuming this seed, you gain the ability to control roots. Choose a creature you can see within 60 feet of you. It must make a Dexterity saving throw with DC equal to your spell DC. On a failure, roots envelop the creature, leaving it Restrained. These roots work like handcuffs, although they cannot be opened.


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As part of this ritual, you must have 20 gp worth of materials for each seed you enchant and you must define the enchantment's effect when starting the ritual. A creature must use its bonus action to consume a seed. You can keep a number of enchanted seeds equal to half your Acolyte level and they lose their magical properties at the end of your next full rest.
===Proteção da Natureza===
A partir do 14° nível, os espíritos da natureza com os quais você comunga o protegem quando estiver mais indefeso. Ao sofrer dano que o reduza a 0 pontos de vida ou ao ficar Incapacitado, você pode usar sua reação para conjurar a magia ''conjurar animais'' como uma magia de 5º nível sem gastar pontos de Mana e ignorando quaisquer componentes. As criaturas invocadas utilizam seus turnos para protegê-lo da melhor forma possível. Quando a magia é conjurada dessa maneira, ela tem duração de 1 hora, ou até que você morra, e não requer concentração, você pode dissipá-la a qualquer momento com uma ação livre.
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===Nature's Protection===
Você pode utilizar essa característica uma vez por descanso longo.
Starting at the 14th level, the nature spirits you commune with protect you when you are at your most helpless state. When you take damage that reduces you to 0 hit points or become Incapacitated, you can use your reaction to cast the spell ''conjure animals'' as a 5th-level spell without expending mana points and ignoring any components. The summoned creatures use their turns to protect you in the best way they can. When the spell is cast this way, it lasts for 1 hour, or until you die, and requires no concentration; you can dispel it at any time using a free action.  
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You can use this feature once per full rest.
===Retribuir Bênção===
No nível 17, receber tantas bênçãos junto à compreensão da natureza cria em você o sentimento de retribuir. Você sempre tem a magia ''proteção do golem de madeira'' preparada, ela não conta para o máximo de magias que você pode preparar por descanso longo e você pode conjurá-la sem gastar pontos de Mana um número de vezes igual a metade do seu modificador de Sabedoria (mínimo de 1) por descanso longo. Ao conjurar essa magia desta maneira, você pode conjurá-la em qualquer criatura que você possa ver a até 60 pés de você. Uma criatura afetada por essa magia também recebe os benefícios de Invocador Poderoso.
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===Return Blessing===
Adicionalmente, você e todas as criaturas a até 60 pés de você são imunes à magia malogro e você pode utilizar sua ação para dissipar magias que estejam afetando um terreno natural num raio de 250 pés ao seu redor, como na magia ''terreno alucinatório''.
At level 17, receiving so many blessings along with understanding nature creates a feeling of retribution within you. You always have the spell ''wood golem's protection'' prepared, it doesn't count towards the maximum spells you can prepare per full rest and you can cast it without spending mana a number of times equal to half your Wisdom modifier (minimum of 1) per full rest. When you cast this spell this way, you can cast it on any creature you can see within 60 feet of you. A creature affected by this spell also gains the benefits of Mighty Summoner.
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Additionally, you and all creatures within 60 feet of you are immune to the blight spell and you can use your action to dispel the 250-foot area of a spell around you that is affecting natural terrain, like the ''hallucinatory terrain'' spell.
===Mestre das Raízes===
Ao alcançar o 20º nível, você canaliza o poder primitivo de forma similar a uma divindade. Talvez seja uma coincidência, talvez você seja a reencarnação de algum grande herói do passado, mas a natureza tem familiaridade com você. Você sempre tem a magia ''florescimento primitivo'' preparada e ela não conta para o máximo de magias que você pode preparar por descanso longo. Você pode canalizar essa magia por 1 rodada, fazendo com que ela seja ativada no início do seu próximo turno e que o dano causado aumente para 15d6. Além disso, os ataques feitos por essa magia causam 7d6 de um dano à sua escolha e os pontos de vida recuperados se tornam seu modificador de atributo de conjuração em d10 ao invés de d6.
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===Master of Roots===
Adicionalmente, essa magia não requer concentração para você, porém, você não pode conjurá-la novamente até o final de seu próximo descanso curto ou longo.
Upon reaching the 20th level, you channel primal power in a way akin to a deity. Maybe it's a coincidence, maybe you're the reincarnation of some great hero of the past, but nature is familiar with you. You always have the ''primitive bloom'' spell prepared and it doesn't count toward the maximum spells you can prepare per full rest. You can channel this spell for 1 round, making it activate at the start of your next turn and increasing the damage dealt to 15d6. Besides that, the attacks made by this spell deal 7d6 damage of a type of your choice, and the hit points regained become your spellcasting ability modifier in d10 instead of d6.
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Additionally, this spell doesn't require concentration for you, however you can't cast it again until the end of your next long or full rest.
==Rito da Sepultura==
O Rito da Sepultura pode ter sido um rito desenvolvido completamente à parte de todos os outros, ele também procura a cura mas não apenas dos vivos, mas também daqueles atormentados entre o mundo dos vivos e o mundo dos mortos, podendo também vir a interagir com aqueles que não conseguiram o repouso eterno. Muitas vezes o Rito da Sepultura acaba por utilizar a energia do mundo dos mortos ou mesmo os mortos vivos para seus fins, no entanto isso pode ter um preço alto, pois como dizem, quando se olha por tempo demais para o abismo, o abismo olha de volta para você.
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==Sepulture Rite==
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|- style="font-weight:bold; text-align:left;"
|- style="font-weight:bold; background-color:#B4A7D6;"
! colspan="2" | Magias de Rito
! colspan="2" | Magias de Rito
|- style="font-weight:bold; text-align:left;"
|- style="font-weight:bold; text-align:left;"
| Nível de Acólito
| Acolyte Level
| Magias
| Spells
|- style="background-color:#d9d2e9;"
| 1st
| style="font-style:italic; text-align:left;" | inflict wounds, ray of sickness
|-
|-
|
| 3rd
| style="font-style:italic; text-align:left;" | infligir ferimentos, raio pútrido
| style="font-style:italic; text-align:left;" | augury ray of enfleeblement
|- style="background-color:#d9d2e9;"
| 5th
| style="font-style:italic; text-align:left;" | animated dead, vampiric touch
|-
|-
|
| 7th
| style="font-style:italic; text-align:left;" | augúrio, raio do enfraquecimento
| style="font-style:italic; text-align:left;" | phantasmal killer, protection against death
|-
|- style="background-color:#d9d2e9;"
| 5°
| 9th
| style="font-style:italic; text-align:left;" | animar mortos, toque vampírico
| style="font-style:italic; text-align:left;" | contact other plane, antilife shell
|-
| 7°
| style="font-style:italic; text-align:left;" | assassino fantasmagórico, proteção contra morte
|-
|
| style="font-style:italic; text-align:left;" | contato extraplanar, cúpula antivida
|}
|}
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The Sepulture Rite may have been a rite developed completely apart from all others, it also seeks healing but not only of the living, but also of
those tormented between the world of the living and the world of the dead, possibly also come to interacting with those who have not achieved eternal rest. Oftenly the Sepulture Rite ends up using the energy of the world of the dead or even the undead for its purposes, however, this can come at a high price because for, as they say, if you gaze long enough into the abyss, the abyss will gaze back into you.
 
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'''Ochnun'''
'''Ochnun'''
<br>Os mortos possuem um idioma próprio chamado de Ochnun, no entanto o aprendizado dessa língua é impossível através de estudos.</br>
<br>The dead have a language of their own called Ochnun, however learning that language is impossible through study.</br>
<br>Esse idioma só pode ser aprendida por um ser vivo conforme ele é exposto às energias do mundo dos mortos. </br>
<br>This language can only be learned by a living being as it is exposed to the energies of the underworld.</br>
<br>Um lado ruim disso é que os que falam esse idioma são mais visíveis para os mortos, tendo uma espécie de presença no mundo dos mortos similar a um brilho perene e fugaz, mas que se intensifica conforme os níveis dessa classe são atingidos.</br>
<br>A downside to this is that those who speak this language are more visible to the dead, having a kind of presence in the world of the dead similar to a perenial and fleeting glow which intensifies as levels of this class are reached.</br>
|}
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===Occult Knowledge===
===Conhecimento Oculto===
When choosing this Rite at 1st level, you learn the occult lore of the spirits and the dead. You can speak the Spiritual language and you have the ''spare the dying'' cantrip, this cantrip does not count as one of your known cantrips and works on constructs normally.
Ao escolher esse Rito no 1º nível, você aprende o conhecimento oculto dos espíritos e dos mortos. Você pode falar o idioma Espiritual e você possui o truque ''poupar os moribundos'', esse truque não conta como um de seus truques conhecidos e funciona em construtos normalmente.
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Starting at 2nd level, your connection to the realm of the dead deepens and you can understand the Ochnun language. At 7th level, you can speak that language.
A partir do 2º nível, a sua conexão com o reino dos mortos se aprofunda e você pode compreender o idioma Ochnun. No 7º nível, você pode falar esse idioma.
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===Unveiled Vision===
===Visão Desvelada===
Also at 1st level, you can get information from the netherworld. As long as you have access to a creature's remains, you can perform a 10-minute ritual, during which you cannot leave the remains' side. At the end of that period, you contact that creature's soul, causing it to appear floating above the remains of the creature you performed the ritual on.
Também no 1º nível, você consegue obter informações do mundo dos mortos. Desde que você tenha acesso aos restos mortais de uma criatura, você pode realizar um ritual de 10 minutos, não podendo se afastar dos restos mortais até o final do ritual. Ao final desse período, você contacta a alma dessa criatura, fazendo com que ela apareça flutuando acima dos restos mortais da criatura em que você realizou o ritual.
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That soul is present for up to 5 minutes and can communicate in the languages the creature had in life. You can ask this creature up to 2 questions, the answers are usually brief, enygmatic or repetitive and the body is under no compulsion to answer or even tell the truth.
Essa alma fica presente por até 5 minutos e pode se comunicar nos idiomas que a criatura possuía em vida. Você pode fazer até 2 perguntas para essa criatura, as respostas normalmente são breves, enigmáticas ou repetitivas e o corpo não está sob nenhuma compulsão que o obrigue a responder ou mesmo falar a verdade.
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A soul cannot be summoned this way for the next month. Vesides that, starting at 3rd level when you are able to cast the "speak with dead" spell, you can contact a corpse every 5 days instead of 10 and you are able to tell whether the dead person is lying or omitting information.  
Uma alma não pode ser convocada dessa maneira pelo próximo mês. Além disso, a partir do 3º nível quando você é capaz de conjurar a magia ''falar com mortos'', você pode contatar um cadáver a cada 5 dias ao invés de 10 e você é capaz de saber se o morto está mentindo ou omitindo informações.
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Additionaly, you gain access to the spell list of the Mystery of Necromancy.
Adicionalmente, você recebe acesso à lista de magias do Mistério da Necromancia.
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===Liturgy: Shepherd of Souls===
===Eflúvio: Pastor de Almas===
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A partir do 2° nível, você pode usar seu Eflúvio para dar um corpo temporário para as almas que estejam dispostas a lhe ajudar. Utilizando uma ação, você pode fazer o corpo de um morto-vivo de ND listado para seu nível como mostra a tabela Convocar Mortos-Vivos. Essa característica dura por 1 minuto ou até que o morto-vivo seja reduzido a 0 pontos de vida, após isso o corpo se decompõe. Você pode convocar um número de mortos-vivos igual ao seu modificador de Sabedoria por vez.
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! colspan="2" | Summon Undead
 
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! colspan="2" | Convocar Mortos-Vivos
| Acolyte Level
|- style="font-weight:bold; text-align:left;"
| Summons Undead of CR
| Nível de Acólito
|- style="background-color:#d9d2e9;"
| Convoca Mortos-Vivos de ND
| 2nd
| style="font-style:italic; text-align:left;" | ¼ or lower
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|-
|
| 5th
| style="font-style:italic; text-align:left;" | ¼ ou menor
| style="font-style:italic; text-align:left;" | ½ or lower
|- style="background-color:#d9d2e9;"
| 8th
| style="font-style:italic; text-align:left;" | 1 or lower
|-
|-
|
| 11th
| style="font-style:italic; text-align:left;" | ½ ou menor
| style="font-style:italic; text-align:left;" | 2 or lower
|- style="background-color:#d9d2e9;"
| 14th
| style="font-style:italic; text-align:left;" | 3 or lower
|-
|-
|
| 17th
| style="font-style:italic; text-align:left;" | 1 ou menor
|-
| 11º
| style="font-style:italic; text-align:left;" | 2 ou menor
|-
| 14º
| style="font-style:italic; text-align:left;" | 3 ou menor
|-
| 17º
| style="text-align:left;" | 4 ou menor
| style="text-align:left;" | 4 ou menor
|}
|}
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Starting from the 2nd level, you can use your Liturgy to provide temporary bodies for souls willing to help you. Using an action, you can create the corpse of an undead of CR listed for your level as shown on the Summon Undead table. This feature lasts for 1 minute or until the undead is reduced to 0 hit points, after which the body decays. You can summon a number of undead equal to your Wisdom modifier at a time.
===Sudário Sombrio===
Também no 2º nível, as energias necromânticas não afetam você da mesma forma que aos outros. Você recebe resistência a dano necrótico. Ao atingir o 11º nível, você passa a ter imunidade a esse dano.
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===Dark Shroud===
===Descanse em Paz===
Also at the 2nd level, the necromantic energies do not affect you in the same way as others. You gain resistance to necrotic damage. Upon reaching 11th level, you gain immunity to this damage.
No nível 5, os ritos funerários estão tão gravados em sua mente que você consegue executá-los mesmo sem pensar. você sempre tem a magia ''repouso tranquilo'' preparada, essa magia não conta para o máximo de magias que você pode preparar por descanso longo. Ao conjurar essa magia, você pode usá-la num alcance de 30 pés, podendo afetar uma quantidade de cadáveres igual ao seu modificador de Sabedoria.
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===Rest In Peace===
Além disso, você pode conjurar a magia ''repouso tranquilo'' sem gastar pontos de Mana um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo.
At level 5, the funeral rites are so engraved in your mind that you can perform them without even thinking. You always have the spell ''gentle repose'' prepared, this spell does not count towards the maximum spells you can prepare per full rest. When you cast this spell, you can use it within a range of 30 feet, and it can affect a number of corpses equal to your Wisdom modifier.
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Additionaly, using an action, you can cast the spell ''peaceful rest'' without spending points of mana a number of times equal to your Wisdom modifier (minimum of 1) per full rest.
Adicionalmente, você é capaz de controlar mortos vivos que não tenham sido conjurados por você. Ao utilizar seu Eflúvio: Pastor de Almas, todos os mortos-vivos que tenham um ND igual ao da tabela Convocar Mortos-Vivos num raio de 60 pés de você obedecem a todos os seus comandos pelo próximo minuto. Caso eles já estejam sendo controlados por outra criatura, você deve realizar um teste com seu Atributo de Conjuração resistido pelo Atributo de Conjuração da criatura que esteja controlando os mortos-vivos, caso ela falhe, você toma controle dos mortos-vivos. Caso a criatura não possua um Atributo de Conjuração, ela deve utilizar seu modificador de Sabedoria.
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Additionally, you are able to control undead that were not summoned by you. When you use your Liturgy: Shepherd of Souls, all undead that have a CR equal to that of the Summon Undead table within 60 feet of you obey all of your commands for the next minute. If they are already controlled by another creature, you must make a check with your Spellcasting Attribute opposed by the Spellcasting Attribute of the creature controlling the undead, if it fails, you take control of the undead. If the creature doesn't have a Spellcasting Attribute, it must use its Wisdom modifier.
===Extrema-Unção===
Começando no nível 6, a ferramenta para o descanso eterno está em suas mãos. Você pode utilizar uma ação bônus para preencher uma arma em suas mãos com energia necrótica, ao fazer isso, seu próximo ataque com essa arma causa 2d8 de dano necrótico adicional. Caso o alvo seja reduzido a 0 pontos de vida com esse ataque, ele retorna como um morto-vivo  mais parecido com sua forma em vida que esteja dentro de seu ND igual ao de seu Eflúvio: Pastor de Almas. Você pode utilizar essa característica um número de vezes igual ao seu modificador de Sabedoria antes de realizar um descanso longo.
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===Last Rites===
O dano dessa característica aumenta em 1d8 ao alcançar o 10º nível (3d8), 14º nível (4d8) e 18º nível (5d8).
Starting at level 6, the tool to eternal rest is in your hands. You can use a bonus action to fill a weapon in your hand with necrotic energy and when you do, for a number of rounds equal to your proficiency bonus, your attacks with that weapon deal an adittional 2d8 necrotic damage. You can do this a number of times equal to your Wisdom modifier per full rest. If the target is reduced to 0 hit points with this attack, its soul must make a saving throw with DC equal to your spell DC, if it fails, it returns as an undead more similar to its living form with its CR within that of your Liturgy: Shepherd of Souls. You can use this feature a number of times equal to your Wisdom modifier before taking a full rest.
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The damage from this feature increases by 1d8 upon reaching 10th level (3d8), 14th level (4d8), and 18th level (5d8).
===Procissão Sombria===
No nível 8, as almas dos atormentados está ao seu dispor. Utilizando uma ação, você conjurar os corpos moribundos e distorcidos das almas que não puderam atravessar para o pós-vida, fazendo com que se unam e criem uma parede em um ponto que você possa ver a até 20 pés de você, ela é uma parede circular de 20 pés de diâmetro, 10 pés de altura e 3 pés de espessura. Essa parede possui a mesma CA que você e 2d6 multiplicado pelo seu nível de Acólito em pontos de vida.
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===Dark Procession===
Criaturas hostis que estiverem a 5 pés da parede ou iniciem seus turnos nessa distância, devem realizar uma salvaguarda de Destreza CD igual a CD de suas magias. Em uma falha, os corpos moribundos esticam seus braços e prendem uma criatura afetada, a deixando Contida. Uma criatura Contida dessa maneira pode realizar uma salvaguarda de Força CD igual a CD de suas magias no final de cada um de seus respectivos turnos, encerrando essa condição em um sucesso. Caso a parede seja destruída, todas as criaturas Contidas são liberadas.
At level 8, the souls of the tormented are at your disposal. Using an action, you conjure the twisted, dying bodies of souls that couldn't cross over to the afterlife, causing them to unite and create a wall at a point you can see within 20 feet of you, the wall is circular with 20 feet in diameter, 10 feet  in height and is 3 feet thick. That wall has the same AC as you and 2d6 multiplied by your Acolyte level in hit points.
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Hostile creatures that are within 5 feet of the wall or start their turns within that reach must make a Dexterity saving throw with DC equal to your spell DC. On a failure, the dying bodies stretch out their arms and trap an affected creature, leaving it Restrained. A creature Restrained in this way can make a Strength saving throw with DC equal to your spell DC at the end of each of its respective turns, ending that condition on a success. If the wall is destroyed, all Restrained creatures are released.
Você pode utilizar essa característica um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo. Você só pode ter uma parede ativa por vez, caso você a conjure novamente com uma parede ativa, a anterior é destruída.
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You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest. You can only have one wall active at a time, if you cast it again with an active wall, the previous one is destroyed.
Adicionalmente, você recebe acesso à lista de magias do Mistério da Sombrio.
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Additionaly, you gain access to the spell list of the Mystery of Darkness.
===Névoa dos Lamentos===
No 11° nível, a sua presença no reino dos mortos afeta você ainda mais, você é capaz de reter um pouco da névoa desse reino e é capaz de utilizá-la para ataques. Você pode gastar 10 minutos em um ritual para convocar a névoa do reino dos mortos, ao fazer isso, você conjura um número de glóbulos de névoa igual ao seu bônus de proficiência. Esses glóbulos desaparecem ao final de um descanso longo e você não pode ter mais glóbulos armazenados do que seu modificador de Sabedoria por descanso longo.
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===Mourning Mist===
Utilizando uma ação, você pode arremessar um glóbulo de névoa em um ponto que você possa ver a até 25 pés de você. Criaturas num cone de 15 pés iniciado no ponto escolhido devem realizar uma salvaguarda de Constituição. Em uma falha, uma criatura afetada sofre 6d6 + seu modificador de Sabedoria de dano necrótico, tem seu deslocamento reduzido em 15 pés e ficam marcadas pelo próximo minuto.
At the 11th level, your presence in the realm of the dead affects you even more, you are able to retain some of that realm's mist and are able to use it for attacks. You can spend 10 minutes on a ritual to summon the mist from the realm of the dead and, when you do, you conjure a number of globules of mist equal to your proficiency bonus. These globules disappear at the end of a full rest, and you cannot have more globules stored than your Wisdom modifier per full rest.
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Using an action, you can hurl a globule of mist at a point you can see within 25 feet of you. Creatures in a 15-foot cone starting at the chosen spot must make a Constitution saving throw. On a failure, an affected creature takes 6d6 + your Wisdom modifier necrotic damage, is slowed by 15 feet and is marked for the next minute.
Criaturas que você conjurou possuem vantagem em jogadas de ataque contra alvos marcados por essa característica.
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Creatures you've summoned have advantage on attack rolls against targets marked by this feature.
===Donzela das Lamentações===
No 14º nível, você pode usar o lamento dos mortos como uma força a seu favor. Utilizando uma ação, você convoca uma entidade espectral em um ponto que você possa ver a até 30 pés de você, ela é considerada um morto-vivo de tamanho Grande. Ela age no final de seus turnos e obedece a todos os seus comandos. Essa entidade se mantém ativa por 10 minutos, até ser reduzida a 0 pontos de vida ou até que você a dissipe com uma ação livre.
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===Maiden of Wailing===
A donzela possui metade dos seus pontos de vida, a mesma CA, 30 pés de deslocamento, Atributos, resistências e vulnerabilidades que você. Ela pode realizar dois ataques à distância por turno, cada ataque possui a forma de disparos de energia que causam 5d6 de dano necrótico contra um alvo a até 30 pés da donzela.
At the 14th level, you can use the wail of the dead as a force to your advantage. Using an action, you summon a spectral entity on a point you can see within 30 feet of you, it is considered a Large undead. She acts at the end of your turns and obeys all your commands. That entity remains active for 10 minutes, until it is reduced to 0 hit points or until you dismiss it as a free action.
Caso a donzela atinja uma criatura marcada pela sua característica Névoa dos Lamentos, a cada 10 pontos de dano que ela causar, você recupera 1d10 pontos de vida ou metade disso em pontos de mana (mínimo de 2).
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The maiden has 30 feet speed, half your hit points, the same AC, Attributes, resistances, and vulnerabilities as you. She can make two ranged attacks per turn, each attack taking the form of bolts of energy that deal 5d6 necrotic damage against a target within 30 feet of the maiden. If the maiden hits a creature marked by your Mourning Mist feature, for every 10 points of damage she deals, you heal 1d10 hit points, or half as much in mana points (minimum of 2).
Adicionalmente, como uma ação bônus, a donzela pode fazer com que todas as criaturas hostis num raio de 30 pés dela realizem uma salvaguarda de Sabedoria. Em uma falha, uma criatura afetada fica Amedrontada pela Donzela pelo próximo minuto.
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Additionally, as a bonus action, the maiden can force all hostile creatures within 30 feet of her to make a Wisdom saving throw. On a failed save, an affected creature is Frightened by the Maiden for the next minute.
Você pode convocar essa entidade um número de vezes igual a metade de seu modificador de Sabedoria (mínimo de 1) por descanso longo. Você só pode manter uma dessas entidades ativas por vez.
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You can summon this entity a number of times equal to half your Wisdom modifier (minimum of 1) per full rest. You can only have one of these entities active at a time.
===Investidura dos Mortos===
A partir do 17° nível, caminhar pelos dois mundos fortaleceu seu corpo a canalizar uma potente carga de energia necrótica. Utilizando uma ação, você pode canalizar a força do Reino dos Mortos para protegê-lo e ampliar seu poder destrutivo pelo próximo minuto. Ao fazer isso, você recebe os seguintes benefícios:
* Você recebe absorção a dano necrótico;
* Você recebe resistência a dano radiante, simples e mágico;
* Você está sob efeito de sua característica Extrema-Unção pela duração;
* Criaturas que falharem na salvaguarda de seus Glóbulos Sombrios ficam Paralisadas até o final de seu próximo turno;
* Você está sob o efeito da magia '''amedrontar''' para todas as criaturas hostis a até 100 pés de você pela duração;
Adicionalmente, para cada 10 anos que passarem, seu corpo envelhece apenas 1.
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===Envestment of the Dead===
===Proteção Necromântica===
Starting at 17th level, walking through both worlds has empowered your body to channel a potent charge of necrotic energy. Using an action, you can channel the power of the Realm of the Dead to protect you and amplify your destructive power for the next minute a number of times equal to half your Proficiency bonus per full rest. By doing so, you receive the following benefits:
Ao atingir o 20º nível, você pode estender seu sudário sombrio às criaturas ao seu redor. As magias ''animar mortos'' e ''revivificar'' estão sempre preparadas para você e não contam para o máximo de magias que você pode preparar por dia.
* You gain absortion to necrotic damage;
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* You gain resistance to radiant damage, simple and magical;
* You are under the effect of your Last Rites trait for the duration;
* Creatures that fail their Shadow Globules saving throw are Paralyzed until the end of your next turn;
* You are under the effect of the '''cause fear''' spell to all hostile creatures within 100 feet of you for the duration;
Additionally, for every 10 years that pass, your body only ages 1.


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===Necromantic Protection===
Adicionalmente, você pode conjurar as magias ''animar mortos'' e ''revivificar'' como magias de 3º nível sem gastar pontos de Mana, você pode utilizar essas magias dessa maneira um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo.
Upon reaching the 20th level, you can extend your dark shroud to the creatures around you. The ''animate dead'' and ''revivify'' spells are always prepared for you and do not count towards the maximum spells you can prepare per day.  
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Additionally, you can cast the "animate dead" and "revivify" spells as 3rd-level spells without expending mana points, you can use those spells this way a number of times equal to your Wisdom modifier (minimum of 1) per full rest.
Além disso, você e todos os mortos-vivos que você invocar recebem imunidade a dano necrótico, resistência a dano radiante, não podem ser afetadas por magias de controle mental e tem vantagem contra tentativas de expulsá-las.
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Besides that, you and any undead you summon gain immunity to necrotic damage, resistance to radiant damage, cannot be affected by mind control spells and have advantage against attempts to turn them away.
==Rito da Tempestade==
Dentre todos os ritos formados, o Rito da Tempestade é o mais recente, se formou em boa parte graças a um elemental do ar chamado Janna que protege os desfavorecidos de Zaun, no entanto, até mesmo em Piltover há a opressão e feridas que sufocam seus habitantes. Os Acólitos da Tempestade são o prenúncio de algo ainda mais turbulento que um furacão, curando a sociedade através de seus raios e ventanias, procurando soprar para longe todas as mazelas.
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==Storm Rite==
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|- style="font-weight:bold; background-color:#B4A7D6;"
! colspan="2" | Magias de Rito
! colspan="2" | Magias de Rito
|- style="font-weight:bold; text-align:left;"
|- style="font-weight:bold; text-align:left;"
| Nível de Acólito
| Acolyte level
| Magias
| Spells
|- style="background-color:#d9d2e9;"
| 1st
| style="font-style:italic; text-align:left;" | thunderwave, crakling bolt
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|-
|
| 3rd
| style="font-style:italic; text-align:left;" | onda de choque, raio crepitante
| style="font-style:italic; text-align:left;" | gust of wind, levitate
|- style="background-color:#d9d2e9;"
| 5th
| style="font-style:italic; text-align:left;" | lightning, fly
|-
|-
|
| 7th
| style="font-style:italic; text-align:left;" | lufada de vento, levitação
| style="font-style:italic; text-align:left;" | sky splitter, freedom of movement
|-
|- style="background-color:#d9d2e9;"
| 5°
| 9th
| style="font-style:italic; text-align:left;" | relâmpago, voo
| style="font-style:italic; text-align:left;" | control the winds, storm devourer
|-
| 7°
| style="font-style:italic; text-align:left;" | divisor de céus, movimentação livre
|-
|
| style="font-style:italic; text-align:left;" | controlar os ventos, devorador de tempestade
|}
|}
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Among all the rites formed, the Storm Rite is the most recent one, it was formed in large part thanks to an air elemental called Janna who protects the underprivileged denizens of Zaun, however, even in Piltover there is oppression and wounds that suffocate its inhabtants. The Storm Acolytes are the harbingers of something even more turbulent than a hurricane, healing society through its lightnings and winds, seeking to blow away all illnesses.
===Brisa de Impulso===
 
Ao escolher esse Rito no 1º nível, o vento sempre favorece seus movimentos. Você recebe um bônus de 5 pés multiplicado pelo seu bônus de proficiência em seu deslocamento. Adicionalmente, aliados que se movam em sua direção recebem metade desse bônus em seus respectivos deslocamentos.
===Tailwin===
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When choosing this Rite at 1st level, the wind always favors your movements. You gain a bonus of 5-foot multiplied by your proficiency bonus to your speed. Additionally, allies moving towards you gain half this bonus to their respective speeds.


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===Storm Protection===
===Proteção da Tempestade===
Also at the 1st level, you can use the winds to aid in protection. When you or a creature you can see within 30 feet of you are targeted by an attack, you can use your reaction to grant a temporary shield. This shield grants 2d8 + 2 times your Acolyte level in temporary hit points. You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per full rest.
Também no 1º nível, você pode utilizar os ventos para auxiliar na proteção. Quando você ou uma criatura que você possa ver a até 30 pés de você for alvo de um ataque, você pode utilizar sua reação para conceder um escudo temporário. Esse escudo concede 2d8 + 2 vezes seu nível de Acólito em pontos de vida temporários. Você pode usar essa característica um número de vezes igual ao seu modificador de Sabedoria (mínimo 1) por descanso longo.
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Additionaly, you gain access to the spell list of the Mystery of the Storm.
Adicionalmente, você recebe acesso à lista de magias do Mistério da Tempestade.
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===Liturgy: Stormy Wrath===
===Eflúvio: Ira Tempestuosa===
At the 2nd level, you can use your Liturgy to wield the storm's power with unbridled ferocity. When you deal Lightning, Thunder, Plasma or Vibrational damage, you can use your Liturgy to double the damage dealt.
No 2° nível, você pode utilizar seu Eflúvio para empunhar o poder da tormenta com ferocidade desmedida. Quando você jogar um dado para causar dano elétrico ou trovejante, simples ou mágico, você pode utilizar seu Eflúvio para causar o valor máximo de dano. Por exemplo, ao invés de causar 2d6 de dano elétrico, você irá causar 12 de dano elétrico.
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===Barefoot===
===Pés Descalços===
Also at the 2nd level, no matter how much you walk, you are always a few millimeters from the ground, decreasing your conductivity. You gain resistance to lightning damage and advantage against knockback.
Também no 2º nível, por mais que caminhe, você está sempre a alguns milímetros do chão, diminuindo sua condutividade. Você recebe resistência a dano elétrico e vantagem contra empurrões.
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===Howling Gale===
===Ventania Uivante===
At level 5, small and precise pressure controls are made possible by your ability to manipulate elemental energy. Using an action, you create in a point within 5 feet of you a punctual change in temperature and pressure, creating the "seed" of a small tornado. You can cultivate this seed a number of turns equal to your proficiency bonus.
No nível 5, pequenos e precisos controles de pressão são possibilitados pela sua habilidade em manipular a energia elemental. Utilizando uma ação, você cria num ponto a até 5 pés de você uma alteração pontual de temperatura e pressão, criando a "semente" de um pequeno tornado. Você pode cultivar essa semente um número de turnos igual ao seu bônus de proficiência.
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At any moment during your turns, you can use a bonus action to unleash a tornado in a 20-foot-long, 5-foot-wide line starting where the seed was created. Creatures in that line must make a Dexterity saving throw with DC equal to your spell DC. On a failure, an affected creature takes 2d6 slashing damage, knocking a Medium or smaller creature 10 feet into the air and, after falling, it gets knocked prone. On a success, it only takes half damage.  
A qualquer momento durante seus turnos, você pode utilizar uma ação bônus, você libera um tornado em uma linha de 20 pés de comprimento por 5 pés de largura iniciada onde a semente foi criada. Criaturas nessa linha devem realizar uma salvaguarda de Destreza CD igual a CD de suas magias. Em uma falha, uma criatura afetada sofre 2d6 de dano cortante, lançando uma criatura Média ou menor a 10 pés de altura e, após cair, ficará Caída. Em um sucesso, recebe apenas metade do dano.
For each round beyond the 1st that you spend growing this seed, the tornado increases by 10 feet in length and 5 feet in width, the damage also increases by 1d6 and launches a creature one size category larger an additional 10 feet in height.
Para cada rodada além da 1ª que você passar cultivando essa semente, o tornado aumenta a em 10 pés de comprimento e 5 pés de largura, o dano também aumenta em 1d6 e lança uma criatura de uma categoria de tamanho acima a 10 pés de altura adicionais.
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===Lightning Strike===
===Golpe de Relâmpago===
Starting at the 6th level, your blows reverberate with powerful thunderous energy. Whenever you deal Thunder damage, simple or magical, to a creature up to one size category larger than you or smaller, you can choose to push it up to 10 feet away from you, that creature must make a Strength saving throw with DC equal to your spell DC. On a failure, the creature is knocked Prone.
Começando no 6° nível, seus golpes reverberam com uma poderosa energia trovejante. Sempre que você causar dano trovejante, simples ou mágico, a uma criatura Grande ou menor, você pode optar por empurrá-la para até 10 pés para longe de você, essa criatura deve realizar uma salvaguarda de Força CD igual a CD de suas magias. Em uma falha, a criatura fica Caída.
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Additionally, once per turn, you can imbue your next attack with lightning damage, dealing an additional 1d8 lightning damage. This feature's damage increases by 1d8 at the 10th level (2d8), 14th level (3d8) and 18th level (4d8).
Adicionalmente, uma vez por turno, você pode imbuir seu próximo ataque com dano elétrico, causando 1d8 de dano elétrico adicional. O dano dessa característica aumenta em 1d8 ao atingir o 10º nível (2d8), 14º nível (3d8) e 18º nível (4d8).
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===Electrostatic Aura===
===Aura Eletrostática===
At the 8th level, you are able to perceive the subtlest differences in the electrical and vibrational fields around you. Using an action, you cast an aura in a 10-foot radius multiplied by your proficiency bonus around you, you know the exact location of all creatures in that area, regardless if they are invisible, buried or flying. Besides that, while this aura is active, you can add your proficiency bonus to your AC. This aura lasts indefinitely, and you must maintain concentration to keep it active (as with your spells).
No 8º nível, você é capaz de perceber as mais sutis diferenças no campo elétrico e vibracional à sua volta. Utilizando uma ação, você conjurar uma aura num raio de 10 pés multiplicado pelo seu bônus de proficiência ao seu redor, você sabe a localização exata de todas as criaturas nessa área, independente se estão invisíveis, soterradas ou voando. Além disso, enquanto essa aura estiver ativa, você pode adicionar metade de seu bônus de proficiência à sua CA. Essa aura dura por tempo indeterminado e você deve manter concentração para mantê-la ativa (como em suas magias).
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Additionaly, you gain access to the spell list of the Mystery of Enchantment.
Adicionalmente, você recebe acesso à lista de magias do Mistério do Encantamento.
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===Storm Affinity===
===Companheiro Elemental===
Starting at the 11th level, you have a greater affinity with the elements of a storm, with the storm's elements having greater synergy with your body. When you take lightning, thunder, plasma or vibrational damage, if the source is not a spell, you restore one mana point. If it is a spell, you regain mana equal to the spell's level. This effect can happen a maximum of once per round and a total of times equal to your proficiency bonus per long rest. Additionally, you must choose a manifestation of the storm from the following:
A partir do 11° nível, você possui uma maior afinidade com os elementos de uma tempestade, fazendo com que pequenas criaturas venham ao seu auxílio. Utilizando uma ação, você pode utilizar a magia convocar familiar sem gastar pontos de mana para conjurar um pequeno elemental uma vez por descanso longo. Esse elemental dura até o final de seu próximo descanso longo ou até ser reduzido a 0 pontos de vida. Adicionalmente, você deve definir o tipo de elemental, concedendo a você alguns efeitos adicionais enquanto seu companheiro estiver vivo:
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* '''''Lightning'''''. Whenever you deal lightning damage to a creature, simple or magical, an additional target of your choice within 15 feet of your original target must make a Constitution saving throw with DC equal to your spell DC. On a failure, the target takes half the lightning damage dealt to your original target.
* '''''Elemental Elétrico'''''. Sempre que você causar dano elétrico a uma criatura, simples ou mágico, um alvo adicional à sua escolha a até 15 pés do seu alvo original deve realizar uma salvaguarda de Constituição CD igual a CD de suas magias. Em uma falha, o alvo recebe metade do dano elétrico causado em seu alvo original. Adicionalmente, você pode ordenar que seu elemental, em seu próprio turno, realize um ataque à distância contra um alvo a até 30 pés dele. Caso atinja, o alvo recebe 2d8 de dano plásmico e deve realizar uma salvaguarda de Constituição CD igual a CD de suas magias. Em uma falha, o alvo também está Paralisado até o início de seu próximo turno.
* '''''Vibrational'''''. You gain a barely perceptible vibrational barrier around you, melee and ranged attacks made against you have their damage reduced by an amount equal to your proficiency bonus. This barrier gives you advantage on Stealth checks that rely on sound.
* '''''Elemental Vibracional'''''. Você recebe uma barreira vibracional quase imperceptível ao seu redor, ataques corpo a corpo e à distâncias feitos contra você tem seu dano reduzido em uma quantidade igual ao seu modificador de Sabedoria. Essa barreira lhe concede vantagem em testes de Furtividade que dependam do som. Adicionalmente, você pode ordenar que seu elemental, em seu próprio turno, emita um som estridente em um cone de 15 pés a partir dele, criaturas nessa área devem realizar uma salvaguarda de Constituição CD igual a CD de suas magias. Em uma falha, uma criatura afetada recebe 2d8 de dano vibracional, fica Atordoada até o final de seu próximo turno e Surda pelo próximo minuto. Você pode usar essa característica um número de vezes igual a seu modificador de Sabedoria por descanso longo.
* '''''Elemental de Vento'''''. Você pode atravessar espaços ocupados por outras criaturas sem qualquer penalidade de deslocamento, ataques de oportunidade tem desvantagem em você e seu deslocamento aumenta em 10 pés, sendo considerado uma habilidade ativa. Adicionalmente, você pode ordenar que seu elemental, em seu próprio turno, realize um ataque à distância contra um alvo a sua escolha a até 30 pés. Caso atinja, o alvo sofre 2d8 de dano glacial e tem seu deslocamento reduzido em 15 pés até o final de seu próximo turno. Você pode usar essa característica um número de vezes igual a seu modificador de Sabedoria por descanso longo.
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===Winds of War===
===Ventos de Guerra===
At the level 14, the winds that surround you innately protect you, hampering any attackers. The spell ''gust of wind'' is always prepared for you and doesn't count towards the maximum spells you can prepare per day. Allies have advantage on the saving throw to resist this spell.
No nível 14, os ventos que o cercam o protegem de forma inata, atrapalhando qualquer atacante. A magia ''lufada de vento'' está sempre preparada para você e não conta para o máximo de magias que você pode preparar por dia. Aliados possuem vantagem na salvaguarda para resistir a essa magia.
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When a creature comes within 15 feet of you, you can use your reaction to cast the "gust of wind" spell without spending mana a number of times equal to your Wisdom modifier per full rest. When you do that, if a creature that fails the saving throw is also knocked Prone.
Quando uma criatura se aproximar a 15 pés de você, você pode utilizar sua reação para conjurar a magia ''lufada de vento'' sem gastar pontos de mana um número de vezes igual ao seu modificador de Sabedoria por descanso longo. Ao fazer isso, uma criatura que falhe na salvaguarda também está Caída.
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Additionally, when you're targeted by an attack, you can use your reaction to summon a tornado of your Howling Gale feature as if it had been channeled for 2 turns. In doing so, all damage dealt to you by a creature that is inide the line of the tornado is reduced by an amount equal to the damage dealt by the tornado.
Adicionalmente, ao ser alvo de um ataque, você pode usar sua reação para convocar um tornado da sua característica Ventania Uivante como se tivesse sido canalizada por 2 rodadas. Ao fazer isso, todo o dano causado a você por uma criatura que esteja na linha do tornado tem seu dano reduzido em um valor igual ao dano causado pelo tornado.
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===Child of the Storm===
===Filho da Tempestade===
Upon reaching level 17, the slightest breeze is enough for you to take flight. As long as you are not underground or indoors, you gain flying speed equal to your walking speed.
Ao alcançar o nível 17, a mínima brisa é o suficiente para que você possa alçar voo. Desde que você não esteja em um local subterrâneo ou em um local fechado, você adquire deslocamento de voo igual a seu deslocamento de caminhada.
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Additionaly, you gain immunity to Plasma damage.
Adicionalmente, você se torna imune a dano plásmico.
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===Control the Winds===
===Controlar os Ventos===
At level 20, the wind is under your command at all times. The '''control the winds''' spell is always prepared for you and does not count towards the maximum spells you can prepare per day. You can cast this spell as a 5th-level spell without expending mana points a number of times equal to your Wisdom modifier per full rest. In addition, allies have advantage on saving throws and checks to resist this spell's effects, and their attacks have no disadvantage for being in this spell's area.
No nível 20, o vento está sob o seu comando sempre. A magia '''controlar os ventos''' está sempre preparada para você e não conta para o máximo de magias que você pode preparar por dia. Você pode conjurar essa magia como uma magia de 5º nível sem gastar pontos de mana um número de vezes igual ao seu modificador de Sabedoria por descanso longo. Além disso, aliados possuem vantagem nas salvaguardas e testes para resistir aos efeitos dessa magia e seus ataques não recebem nenhuma desvantagem por estar na área dessa magia.
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Edição atual tal como às 00h14min de 14 de setembro de 2023

Outros idiomas:

This Article is in accordance with the version 0.94 of Runarcana RPG

Finally, the long awaited day had arrived. The acolyte had been waiting for it since his ordination, knowing that, on that date, once again, the Black Mist would spread beyond the Shadow Isles. It would reach the beaches of Bilgewater, just as it had fifteen years ago when that evil smoke entirely consumed his family.

However, unlike fifteen years ago, the acolyte carried the understanding of the space between life and death, the knowledge of the flow of everything that exists and, more importantly, he knew how to restore that flow and this time he would not have to be saved by his mentor (and sometimes hangwoman) like a helpless puppy.

When the first signs of the mist appeared on the horizon, he looked again at the bronze-adorned stone idol he carried with him and closed his eyes in prayer to Nagakabouros, but not to ask for help or strength, but to understand his role at that moment and be able to fulfill his hole in continuing what had had its flow blocked, destroying the mist that imprisoned the souls of the dead and giving them movement again.

Acolytes are beings connected to the spirit world who channel their powers through their faith in conjunction with the weaving of the magical web and the emanations of that plane. Producing healing miracles of the most diverse orders, from simple wound cures to even the regeneration of lost limbs, they even say that a few are able to restore those who lost their lives not long ago.

Each Acolyte achieves its power through the connection with a spiritual entity or even a concept to which people place their faith, its magical manifestation is the channeling of spiritual energy in search of a certain cure, be it from allies, animals, or even the world itself.

The Legend of Healing

The legends about this path say that it started when a celestial being decided to make his home on the earthly plane, walking through Runeterra and preaching actions and a word of healing to the illnesses caused by the differences and ignorance of living beings. This celestial being was in all realms and in each of them the tradition was maintained, connecting to the characteristics of that land.

The knowledge passed by this celestial being was not limited to the healing of mortals, but was expanded by its practitioners who also learned to heal animals, plants, and the earth itself, channeling these outer forces in an increasingly skillful and different way.

In each of these rites, the healing traditions are maintained, however, each has a different focus on how to provide this healing for all, whether by re-establishing the natural cycle of life or even through faith in a saving figure.

Religion and Cult

Although acolytes in some cases connect to spiritual entities, whether they are deities or not, in many cases they can only connect to certain powers worshiped in Runeterra. This connection does not always mean that a cult or a religion is established around it. In some cases such as the Spiritual Rite, there is a structure that connects to the Rite, which is an expression of the spirituality of a cult, however, the Forge Rite is an example of a Rite that is not structured as a cult in the way traditionally seen.

In practice in Runeterra, this means that although there may be religious from different backgrounds, they are not always Acolytes, this can vary immensely from region to region, with an Acolyte from the Ionian Nature Rite being significantly different from one originating in a remote region of Demacia for example.

Creating an Acolyte

When creating an Acolyte, think about how your character acts about nature and celestial entities, does your character have any religion or participate in a cult? Does he protect nature above all?

Depending on the region your character has grown up in, some of these questions can be easily answered, for example, an Acolyte of Bilgewater would normally follow the Spiritual Rite; while an Acolyte of Zaun would follow the Storm Rite.

Quick Build

You can build an Acolyte quickly by following these suggestions. First, put your highest ability score on Wisdom, followed by Charisma. Second, choose the Religious or Wanderer Past.

The Acolyte
Level Features Known Cantrips Mana Points Maximum Spell Level
1st Spellcasting, Rite 3 4 1st
2nd Rite Feature, Liturgy 3 6 -
3rd - 3 10 2nd
4th Enhancement 4 12 -
5th Rite Feature 4 16 3rd
6th Rite Feature, Liturgy 4 18 -
7th - 4 22 4th
8th Rite Feature, Enhancement 4 24 -
9th - 4 28 5th
10th Quintessential Intervention 5 30 -
11th Rite Feature 5 34 6th
12º Enhancement 5 36 -
13th - 5 40 7th
14th Rite Feature 5 42 -
15th - 5 46 8th
16th Enhancement 5 48 -
17th Rite Feature 5 52 9th
18th Liturgy 5 54 -
19th Enhancement 5 56 -
20th Rite Feature 5 60 -

Class Features

As an Acolyte, you gain the following Class Features.

Hit Points

Hit Dice: 1d8 per Acolyte level

Hit Points at 1st level: 8 + your Constitution modifier

Hit Ponts at Higher Levels: 1d8 (or 5) + your Constitution modifier per Acolyte level beyond 1st

Proficiencies

Armors: Light and medium armors, buckles and light and heavy shields

Weapons: Simple weapons

Crafts: None

Saving Throws: Wisdom and Charisma

Skills: Choose two between History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your Past:

  • (a) a mace or (b) a light hammer
  • (a) scale mail, (b) leather armor or (c) chain mail (if you are proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) dungeoneer's pack
  • A light shield and a holy symbol

Spellcasting

As a channeler of spiritual power, you can cast Acolyte spells. See Chapter 10 for general spellcasting rules and spells lists.

Full Spellcasting

The acolyte is a full spellcaster, this means that starting from the 2nd level, when he gains an element he can also gain the Mystery to which the element belongs. While other spellcaster only gain access to new elements when they only receive access to new elements, needing access to new mysteries to gain access to their spell list, when an Acolyte gains a level, if they have gained an element, be it through enhancements or other characteristics, they can choose an element they have access to and gain access to it's Mystery.

Spells Lists

You gain access to the Acolyte spell list. Through some Heritages, Enhancements, or even through Apprenticeship, you can learn new Magic Mysteries, granting you additional spell lists.

You cannot use another Class's spell list to learn or replace a spell when leveling up in this Class.

Cantrips

You know three cantrips, of your choice, from the spell lists you have access to. You learn additional cantrips from these lists, of your choice, at higher levels, as shown in the Known Cantrips column of The Acolyte table.

Mana

The Acolyte table shows the amount of Mana Points you have available to cast your spells. To cast a spell, you must spend an amount of Mana Points equal to the spell's level as explained in Chapter 10: Magic. You recover half your Acolyte level (minimum 1) + your Wisdom modifier in Mana Points upon completing a short rest and all your Mana Points upon completing a full rest.

For example, if you want to cast the 1st-level spell cure wounds you must spend 2 Mana Points to cast it, but if you want to cast it as a higher-level spell, instead of the 2 points, you must spend an amount of Mana Points equal to the desired level, such as 3 points to cast it as a 2nd-level spell or 5 to cast it at 3rd-level.

Preparing and Casting Spells

You prepare your list of available spells by selecting them from the spell lists you have access to. You select a number of spells equal to your Wisdom modifier + your Acolyte level (minimum 1). These spells must have a level equal to or less than your Maximum Spell Level.

For example, if you're a 3rd-level Acolyte with Wisdom 16, your prepared spell list might include 6 spells, combining 1st and 2nd-level spells, in any order.

When you cast the spell, you don't remove it from your prepared spells list, and you can cast it again if you have enough Mana Points. You can modify your prepared spell list when a long rest ends. Preparing a new Acolyte spell list requires time spent in prayer and meditation: at least 1 minute per spell level, for each spell prepared.

Spellcasting Ability

Wisdom is your ability for spellcasting, as your magic comes from your spirituality and the devotion you have to your deity. You use your Wisdom whenever a spell refers to your spellcasting ability. Also, you use your Wisdom modifier to set the spell save DC for the Acolyte spells you cast and when you make an attack roll with an Acolyte spell.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast any Acolyte spell you know and is prepared as a ritual if it has the ritual descriptor.

Spellcasting Focus

You can use a holy symbol (found in Chapter 6: Equipment) as the spellcasting focus for your Acolyte spells.

Rite

At 1st level, you choose to follow one of the Acolyte Rites. Choose from the Spiritual Rite, the Stars Rite, the Forge Rite, the Tides Rite, the Nature Rite, the Sepulture Rite or the Storm Rite, all detailed at the end of this Class' description. Your choice will grant you features at the 1st level and again at the 2nd, 5th, 6th, 8th, 11th, 14th, 17th, and 20th level.

Rite Spells
Each Rite has a list of spells – the Rite Spells – that you acquire at the levels specified by your Rite. When you gain a Rite Spell, you always have it prepared, and that spell doesn't count for the maximum number of prepared spells. If you have a Rite Spell that doesn't appear on the Acolyte spell list, it's still an Acolyte spell for you.

Liturgy

At the 2nd level, you can channel liturgy directly from your mystic source, using it as fuel for magical effects. You start with two effects: Preserve Life and an effect determined by your Rite. Some Rites confer additional effects as you level up, as stated in the description of each Rite. When you use your Liturgy, you choose which effect you want to create. You need to finish a short or long rest to use this feature again. Some effects require saving throws. When you use one of these effects, the DC equals yours spell save DC.

Sacred Calling

Not all acolytes act the same regarding their faith. Some seek to study spirituality by knowing and deepening it, while others propagate their faith through miracles and works, some dedicate themselves to protecting the faith, fighting when necessary. Upon reaching 2nd level in this class, you must choose between:

  • Protector. You are dedicated to protecting the word. You gain Proficiency with Martial Weapons and Heavy Armor. You can use your Liturgy to imbue your body with your faith by spending an Liturgy, for a number of rounds equal to your proficiency bonus, your weapon attacks deal your base Pulse dice in additional force damage.
  • Studious. You dedicate yourself to studying the word. You gain proficiency with two skills of your choice from: Arcana, History, Nature, Persuasion and Religion. When you make a check for those skill, you gain a bonus equal to your Wisdom modifier. You can use your Liturgy to cast an unprepared spell with its mana cost reduced by 1, or reduce the mana cost of an already prepared spell by an amount equal to half your proficiency bonus (the cost cannot be reduced to less than 1). You can do this for a number of rounds equal to the base Pulse dice per use of Liturgy.
  • Worker. You are dedicated to spreading the word. You gain one cantrip of one Spiritual Mystery of your choice, and you gain one additional use of your Liturgy per Long Rest. You can use your Liturgy to imbue your magic with your faith, spending an Liturgy, for a number of rounds equal to your proficiency bonus, your spell attacks deal your base Pulse dice in additional force damage.

Liturgy: Preserve Life

Starting at the 2nd level, you can use your Liturgy to heal the wounded. Using an action, you use your holy symbol to summon energy that can recover a total of 5 times your Acolyte level in hit points. You choose any creatures within 30 feet of you and divide those points between them. This trait can only heal creatures to up to half their maximum hit points. You cannot use this feature on undead or construct.

Enhancement

When you reach the 4th level and again at the 8th, 12th, 16th, and 19th level, you can increase one ability score, of your choice, by 2 or you can increase two ability scores, of your choice, by 1. By default, you cannot raise an ability score above 20 with this trait. Alternatively, you can choose one of the General Enhancements in Chapter 5: Customization - Enhancements.

Quintessential Intervention

After the 10th level, you can ask an entity that you worship to assist you in an arduous task. Begging for help requires an action. You need to describe what you're looking for and make a percentage dice roll. If the result is less than or equal to your Acolyte level, it will intervene. The GM chooses the nature of the intervention. The effect of any Acolyte spell or domain spell is appropriate as a result. If your entity intervenes, you are prevented from using this feature again for 7 days. Otherwise, you can use it again after finishing a full rest.

At the 20th level, your intervention requests work automatically, without the need for a dice roll.

Rites

The Rites are concentrations of similar models of relationship with the spiritual, such as the Forge Rite, common in Freljord, where skilled warsmiths exchange knowledge among themselves, besides their experiences in channeling the liturgies referring to that Rite. It would be correct to say that the Rites are religious structures, however, most of them do not have a defined hierarchy or even a great priest, but even that is not a rule followed to the letter.

Spiritual Rite

Rite Spells
Acolyte Spells Spells
1st false life, protection from evil and good
3rd minor restoration, zone of truth
5th magic circle, remove curse
7th banishment, freedom of movement
9th hallow, major restoration

The material world is directly connected to the spiritual world, with what happens in each one reflecting on the other. The transit between the two is a natural part of existence and the flow of everything that exists is constant, in an eternal transformation without settling on a certain point. This is the flow of life, its opposite is the stagnation of life, one of these stagnations are the undead, creatures that interrupt the flow of their existence, therefore, they are sworn enemies of the Acolytes of the Spiritual Rite, who channel their liturgy to returning these creatures to the stream of their existence, restoring peace to the cursed and destroying the cursers.

Spiritual Idol

By choosing this Rite at 1st level, you receive a spiritual idol, which is a weapon that represents your faith in some deity, spirit or concept. You gain proficiency with your idol and it can be used as your spellcasting focus. Choose one of the following options:

  • Cult of Ancestors. Throughout Runeterra there are cults for the Ancient, in Ionia, they are symbolized by the Lotus, which represents spirituality and the elevation of spirits, in other regions the manifestations follow local precepts. The Cult of Ancestors' Spiritual Idol is a long spear made of wood, metal, and hair.
  • Cult of Masks. Death is part of existence, the Masks Cult spreads across Runeterra linked to a pair of reapers masks normally worshiped in the region. The Cult of Masks' Spiritual Idol is a short bow made of wood, feathers, and bones.
  • Cult of Nagakabouros. On the Blue Flame Isles, the Buhru manifested the Spiritual Rite through a spiritual deity called Nagakabouros, an entity that values the natural flow of life and all that exists. The Cult of Nagakabouros' Spiritual Idol is an elder god idol, made of bronze, wood, and stone.

Blessing of the Spirit

Also at level 1, the spirit you follow has a more constant presence in your life. Using an action, you notice the presence of undead within 120 feet of you for 1 minute, you can also notice any form of stagnation of a spirit (such as targets of the immobilize person spell). You can use this trait a number of times equal to your Acolyte level + your Wisdom modifier (minimum of 1) per full rest.

Additionally, you receive access to the spell list of the Mystery of Divination.

Liturgy: Turn Undead

At the 2nd level, you can use your Liturgy to scold the undead near you. Using an action, you raise your Spirit Idol and every undead that can see or hear you within 30 feet of you must make a Wisdom save. On a failure, the creature is expelled for 1 minute or until it takes damage. An expelled creature must use its turn to escape as best it can, and in no way can come closer than 30 feet of you on its own will. It can't use reactions either, it can only use the Dash action or try to escape an effect that prevents it from moving. If there's nowhere to go, the creature can use the Dodge action.

Propagate the Faith

Reaching the 2nd level represents an even stronger commitment to your faith. You gain one of the following characteristics, according to your choice at 1st level:

  • Cult of Ancestors. The consciousness of mortality makes you learn how to make better use of opportunities. You can add your Wisdom modifier to the damage of attacks with your Spiritual Idol.
  • Cult of Masks. You learn to use the openings your companions make. You have advantage on attacks with you Spiritual Idol against target that are within 5 feet of an ally.
  • Cult of Nagakabouros. To perpetuate the rhythm of all things, you learn to use your spirituality for your protection. As long as you're not donning heavy armor, you can add your Wisdom modifier to your AC.

Destroy Undead

Destroy Undead
Acolyte Level Destroys Undead of CR
½ or lower
1 or lower
11º 2 or lower
14º 3 or lower
17º 4 or lower

After the 5th level, the energy channeled by the Liturgy affects the undead on their essence. When an undead fails the saving throw against your Turn Undead feature, it is instantly destroyed if its Challenge Rate is less than or equal to the Destroy Undead table value, according to your Acolyte level.

Ethereal Strike

At the 6th level, you can summon your Spiritual Idol's power to cast a spectral representation of it. You gain one of the following characteristics:

  • Cult of Ancestors. Using an action, you can summon a bolt on a 15-foot line starting from you. The first creature on that line must make a Dexterity saving throw with DC equal to your spell Dc. On a failure, the creature suffers 1d10 + your proficiency bonus of necrotic damage, ignoring a degree of resistance if it hits an undead. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per long or full rest. At the 12th level, that damage increases to 2d10 and undead have disadvantage on the saving throw; at the 18th level the damage increases to 6d10, the range increases to 45 feet and you add your Wisdom modifier to the damage.
  • Cult of Masks. Using an action, you can imbue a number of arrows equal to your Wisdom modifier with the energy of the Mother of Masks. When you make a succesful attack with an arrow, it explodes in spiritual energia, dealing 1d6 + your proficiency bonus of necrotic damage, ignoring a degree of resistance if it hits an undead. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per long or full rest and the arrows remain empowered until your next full rest. At the 12th level, that damage increases to 2d8 and at the 18th level it increases to 3d10 and you add your Wisdom modifier to the damage.
  • Cult of Nagakabouros. Using an Action, you summon a tentacle on a 15-foot line starting from you. Each creature on that line must make a Dexterity saving throw with DC equal to your spell DC. Upon failure, each creature suffers 1d8 + your proficiency bonus of necrotic damage, ignoring a degree of resistance if it hits an undead. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1) per long or full rest. At the 12th level, that damage increases to 2d10 and undead have disadvantage on the saving throw, at the 18th level the damage increases to 3d12, the range increases to 30 feet and you add your Wisdom modifier to the damage.

Harsh Lesson

Upon reaching level 8, you can boost your movement through spiritual energy. You can use an Attack action to jump up to 10 feet towards an hostile creature and make an attack with your Spiritual Idol, dealing 1d8 extra damage.

Additionaly, you gain access to the spell list of the Mystery of Light.

Ethereal Receptacle

After the 11th level, physically manifesting your faith becomes something usual to you. You can use your bonus action to create a spiritual manifestation as a Receptacle of spiritual power in an unoccupied space within 15 feet of you. Each receptacle has an AC of 10 and 10 hit points. Receptacles stay in a place for 1 hour, until they are destroyed or if you move 40 feet away from them. You can create a number of receptacles equal to your proficiency bonus + your Wisdom modifier per full rest.

When you use the Harsh Lesson skill, if you have a receptacle within 10 feet of your target, the receptacle will cause damage equal to your Ethereal Strike skill on all creatures in the defined range on the target's direction.

Test of Spirit

At the 14th level, you become able to use the spiritual energy of a target to test their essence and judge their actions. You can use your bonus action to make a ranged attack to pull the spirit of a creature within 15 feet of you. You are considered proficient with this attack. If you hit, you create a spiritual copy of the creature hit that stays 5 feet from you, this copy has the same amount of hit points as its respective owner and the spirit owner takes half of all damage done to his spirit. Range attacks made by the Masks Cult against that spirit don't have disadvantage due to distance. If there is a Receptacle within 10 feet of the spirit copy at the moment of it's creation, the receptacle will be able to cause damage equal to your Ethereal Strike skill on all creatures within the described range on the direction of the spirit. You can only create one copy at a time.

If the creature moves more than 30 feet away from the spirit, it dissipates, this causes a 10-foot reduction in speed until the end of the creature's next turn. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1) per short or full rest.

Leap of Faith

At the 17th level, you can channel a huge quantity of spiritual energy through your faith. You use an action to channel spiritual energy using all the power within your Spiritual Idol and manifesting it according to your 1st level choice:

  • Culto of Ancestors. You use your arm to push every creature of your choice within 20 feet of you towards an empty space outside that range. Creatures that don't want to be moved must succeed a Strength saving throw with Dc equal to your spell Dc. For 1 minute that area becomes difficult terrain for all creatures ecept you and half of the damage caused by you is turned into hit points divided between those inside the area however you decide.
  • Cult of Masks. You raise your arm momentarily capturing the line between life and death, smitting the ground to create a 30 foot area around you that lasts for 5 rounds. For the duration, all the creatures that are inside the area can't have their hit points reduced to zzero regardless of the source of damage. For the duration, you have an extra attack. At the end of your turn on the 5th round, all of your allies are healed by 10% of their max health.
  • Cult of Nagakabouros. You jump in the air and smite the ground below you as you land, using the power of your Spiritual Idol to create Receptacles within 15 feet of you, you can create a number of Receptacles equal to your proficiency bonus + your Wisdom modifier per full rest with this feature. Additionally, you receive an extra attack for the next minute and Receptacles created in this way disappear after the next minute.

You can use this feature once per full rest.

Restore the Flow

At the 20th level, you understand the natural flow of things and know the most effective way to restore it. As a bonus action, you can cast the spells lesser restoration and greater restoration as 2nd and 5th level spells, respectively, without spending points of Mana, a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When you cast those spelss this way, you can use them on a creature that is within 30 feet of you. Besides that, when a creature is affected by a spell lesser restoration and greater restoration that you have cast, they also gain the effects of the spell Freedom of Movement. Additionaly, all damage against undead is considered disruptive.

Stars Rite

Rite Spells
Acolyte Level Spells
1st cure wounds, healing word
3rd help, prayer of healing
5th mass healing word, revivify
7th dome of dreaming, death ward
9th mass cure wounds, major restoration

The daughter of the Stars, Soraka, is considered by many to be the ancestor of all Runeterra's Rites. Her presence on the Earth plane was the trigger for the care for the healing of living beings to be codified and transmitted through the Rites, which multiplied to heal the many wounds beyond those of rational beings. However, the Stars Rite has remained in existence through all this time, employing special care in curing the ills of the living, but with the power to channel the essence of the stars when necessary to hurt.

Additional Proficiency

When you choose this rite at the 1st level, you gain proficiency in Medicine. If you already have, you receive specialization.

Life Disciple

Also at 1st level, your healing spells are more effective. You promote continuity of life through your hands, using a bonus action or action, with a touch, you can heal a target for 1d6 + your proficiency bonus hit points. You can use this ability a number of times equal to twice your proficiency bonus per long rest. Your healing spells are also more effective, whenever you use a spell to restore hit points to a target, that target additionally heals 2 + the spell's level in hit points.

Additionaly you gain access to spell list of the Mystery of Ethermancy.

Liturgy: Imbue Mana

Starting from the 2nd level, you can use your Liturgy to restore the mana within every living being. Using an action, you raise your holy symbol to restore the mana of a creature within 15 feet of you, recovering mana points equal to half of your Acolyte level (minimum of 2).

True Healing

Also at the 2nd level, you have a direct inclination to healing and rescuing the creatures adn lives of Runeterra, when you use healing abilities, you are not only healing the body but also the spirit of your targets. When you use Class features, Origin traits, spells or Runes that recover hit points of a creature, you can add you can add hald of you Wisdom modifier + your proficiency bonus to that healing.

Additionaly, whenever you roll dice to restore hit points of a creature, if you roll 1 or 2, you can roll the dice again and you must use the new result even if it is 1 or 2 again. You can normaly restore hit points of a construct as well.

Besides that, you can use your Liturgy to speed up the natural healing power of creatures. When you use Liturgy: Preserve Life, you can choose to heal 4 creatures within 60 feet of you, including yourself. When you do that, each creature heals 4 times your Acolyte level in hit points.

Star Call

At the 5th level, you call upon the energy of the stars to punish your enemies. Using an action, you make a star fire in a spot within 30 feet of you, each creature within a 10 feet of the spot must make a Dexterity saving throw with DC is the same as your spell DC. The creature suffers radiant damage equal to 3d8 + your proficiency bonus on a failure, the damage is reduced to half on a success. You heal a number of hit points euqla to half the damage caused. You can use this feature a number of timies equal to your Wisdom modifier (minimum 1) per full rest.

The damage from this feature increases as you gain levels on this class, increasing by 1d8 at the 9th (4d8), 13th (5d8), and 17th(6d8) Acolyte level. When you reach the 11th level this damage becomes luminary.

Excessive Healing

Starting from the 6th level, your healing power leaves a protective trail. Whenever you restore hit point of an ally, any value that exceeds their maximum hit points becomes temporary hit points that last 10 minutes or until they are spent.

Blessed Healer

At the 8th level, your healing power can reach even the deepest illness. When you restore hit points from a creature you can choose to also remove a condition, disease or poison that is affecting them. You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per full rest.

Additionaly, you gain access to the spell list of the Mystery of Crystal.

Astral Infusion

At the 11th level, you learn to sacrifice part of your life energy to heal a creature. Using a bonus action, you can spend a number of hit dice to restore a number of hit points of an ally within 30 feet of you equal to the result of the dice + your Acolyte level. When you do that, you suffer half of the rolled hit dice as danage (minimum 1) that can't be mitigated nor taken from temporary hit points. You can use this feature a number of times equal to your proficiency bonus per long rest.

Equinox

At the 14th level, neutralizing a sonorous energia with the same opposite charge takes no effort from you. You always have the spell silence ready and it doens't count to the maximum of spells that you can prepare per full rest. You can cast this spell using a bonus action or reaction whena creature within reach starts to cast a spell.

Besides that, you can the silence spell without spending points of mana a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When you cast the spell this way, the range becomes 200feet, the radius becomes 30 feet and creatures within it gain immunity to vibrational damage.

Supreme Healing

After the 17th level, there are almost no limits to your healing powers. Instead of rolling one or more dice to recover hit points with a spell,you use the highest possible result on the dice. For example, instead of healing 2d6 hit points, you always heal 12 hit points.

Restore Life

After reaching the 20th level, you can alter destinies in an almost divine manner. Using an action, you touch a dead creature that isn't dead for more than a century and is not an undead. If the soul of the creature is willing and free, the target comes back to life with all their hit points.

This feature neutralizes any poisons and cures any diseases tha would normally affect the creature at the time of death. However it doesn't remove magic diseases, curses or similar effects; if they have not been removed before the use of this feature, they go back to affecting the creature when they come back to life. Deadly wounds are closed and any lost body parts are restored.

Coming back from the dead is an ordeal. The target suffers a penalty of -4 on all attack rolls, saving throws and ability checks. Every time the target finishes a full rest, the penalties are reduced by 1 until they disappear.

Using this trait to bring back a creature that has died within a year or more is extremely taxing on yourself. Until you finish a full rest, you can't cast spells and will have disadvantage on all attack rolls,,ability checks and saving throw. You can use this trait once per full rest.

Additionaly, using an action, you can cat the spell regeneration without spending points of mana a number of times equal to your Wisdom modifier (minimum of ') per full rest.

Forge Rite

Rite Spells
Acolyte Level Spells
1st igneous devastation, identify
3rd magic weapon, heat metal
5th erebus, modify weapon
7th fabricate, magmatic aegis
9th animate objects, bend armors

The Forge Rite was the slowest to form among all others, while those responsible for this rite reached the understanding that the wounds of living beings were often like the wounds of what they forged. The forge strives the personality and directs the acolyte's intent to make his existence something neat, like a temper hammered daily in the search for an ideal.

Additional Proficiency

When you choose this rite at the 1st level, you gain proficiency with heavy armor and the Armorer and Weaponsmith Crafts.

Forge's Blessing

Also at the 1st level, you gain the ability to turn a mundane item into something special imbued with magic. Usinf an action, you touch a non-magical simple weapon, martial weapon, armor or shield and imbue it with spiritual energy. When you do that, the item becomes magical until the end of your next full rest or until you die, gaining half of your proficiency bonus as a bonus to your AC (if it's an armor o shield) or a bonus to your attack and damage rolls (if it's a weapon).

You can use this feature once per full rest. You gain an additional use of this trait at the 5th (2 uses), 11th (3 uses) and 17th (4 uses) levels. After the 8th level, shields and armors affected by this features give resistence to physical damage and weapons start to cause magical damage.

Additionaly, you gain access to the spell list of the Mystery of Transmutation.

Liturgy: Artisan’s Blessing

After the 2nd level, you can use your Liturgy to create simple metal items. Through a one hour long ritual, you create a non-magical item that needs to include some metal: A simple or martial weapon, an armor, 10 pieces of ammunition, a set of tools or other metallic object (see Chapter 6: Equipment, for examples of these items). The creation is completed at the end of the ritual, assembling in an unoccupied space of your choice on a surface within 5 feet of you.

What you create cannot be worth more than 100 gp. As part of this ritual, you need to have metal, which can include coins with the same value as the creation. The metal irreversibly transforms your creation at the end of the ritual, magically forming even non-metal parts of the creation. The ritual can create a duplicate of a non-magic item that contains metal, such as a key, if you have the original during the ritual.

The Voice of the Forge

Also at the 2nd level, you become deeply adept to the Forge, learning with each hammer blow how to forge your items and your soul. As you gain levels as an Acolyte, The Voice of the Forge gives you the followinf traits:

  • Wearing the Apron. You gain Proficiency with the Colector (Miner) Craft and Specialty with the Amorer or Weaponsmith Crafts.
  • Blacksmith. At 5th level, when creating items, as described in the Creating Items rule in Chapter 8: Adventuring, you add 1 GP/day to your craft limit. You add 1 GP/day again upon reaching the 10th, 15th and 20th levels of this subclass. Items you make with the Amorer or Weaponsmith Crafts have their market value reduced by 10% for the purposes of crafting costs and time required. That way, a Plate Armor that costs 1500 GP that would only cost 750 GP to craft, now has a rafting value of 675 GP. Additionally, you gain Specialty with the unchosen Craft from Wearing the Apron.
  • Enhanced Forge. At level 9, you gain 3rd level in the Weaponsmith and Armourer Crafts. Your evolution in these Crafts happens again at Acolyte levels 15 and 18, when you gain respectively 5th and 6th levels in the Crafts.
  • Expert Boiler. At level 15, you learned to utilize your knowledge to take weapon and armor creation one step further. Armor and Weapons created by you gain an additional bonus, once per long rest, the wielder of an armor or weapon created by you can use his bonus action to activate the special effect of your creation for the next minute.
    • Weapons. When using this feature, the wielder gains a bonus to his damage rolls equal to half your Wisdom modifier at the time the weapon was created.
    • Armors. When using this feature, the wearer gains a DR bonus equal to half your Wisdom modifier at the time the armor was created.
  • Master of the Forge. Upon reaching 20th level, you have become a renowned master of weapons and armor, your creations are legendary and in demand, all weapons you create now deal magic damage. In addition, all armor you create has resistance to simple physical damage.

Living Forge

Starting from level 5, you phave scorching flames within you that never be put out, giving you some benefits. You gain the following characteristics:

  • Weapons you wield and armors you don cannot be affect by spells like heat metal.
  • While you're wearing armor made of metal, you can add half of your Wisdom modifier to your AC, this bonus counts as Enhanced Defense.
  • You have advantage on saving throws against the Cold.
  • You gain resistance against fire damage. At the 10th level, you gain resistance to incinerating damage and at the 15th level you become immune to that type of damage.

Forge's Soul

At the 6th level, your understanding of the forge allows you to understand and externalize your soul. Using a bonus action, you emanate an aura of flammes within a 20 feet radius of you for the next minute. At the beginning of each of your turns, each hostile creature within the aura has to make a Constitution Saving Throw with DC equal to your spell DC. On a failure, the creature takes 2d6 fire damage, reduce to half on a success. Each hostile creature that make an melee attack against you must also make the saving throw.

Additionaly, while the aura is active, ranged attack made against you suffer a penalty equal to half your Acolyte level + your Constitution modifier (minimum of 1). You can deactivate the aura at any moment with a free action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.

The damage from this feature increases 1d6 when you reach the 10th level (3d6), 14th level (4d6) and 18th level (5d6). After the 10th level, the damage from this feature becomes incinerating.

Fire Impact

At the 8th level, you learn to infuse your attacks with the incandescent power of the forge. Once per turn, you can imbue an attack with a metal weapon with energy. In doing so, your next attack with that weapon deals an additional 2d8 + your Wisdom modifier of incinerating damage. Additionaly you gain access to the spell list from the Mystery of Metal.

The damage from this feature increases 1d8 when you reach the 12th level (3d8), the 16th level (4d8) and the 20th level (5d8).

Bellows Breath

After the 11th level, you learn to exhale your inner flammes in a destructive way. Using an action, you expel a 15 foot cone starting from you, each creature within that area must make a Dexterity saving throw with DC equal to your spell DC. On a failure, the creature suffers 4d6 of incinerating damage and starts Burning, taking 4d6 incinerating damage at the beginning of each of their turns. On a success, the damage is reduce to half. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per full rest.

The damage from this feature is increased by 1d6 when you reach the 16th level (5d6) and the 20th level (6d6). Additionaly, at the 16th level, a creature that fails the saving throw is affected by Feebleness while Burning.

Blessing of the Forge God

At level 14, you learn to awaken a magical weapon or armor, causing them to become enhanced versions of their former selves. When using your Blessing of the Forge feature, you can, once per long rest, perform a 1-hour ritual and spend 100 gp on materials to awaken a weapon or armor, amplifying its existing powers in a limited way. A creature must attune to the item in order to use all of its properties and while the item is under the effect of the blessing, it takes on a different aspect than the original, something more refined or seemingly more powerful.

An awakened item receives additional benefits of the master's choice, a +1 sword can become a +2 sword while blessed, while armor that grants resistance to fire damage can grant an immunity to fire damage while equipped instead.

Each item can only have one blessing, and you can have a maximum number of blessed items equal to your Proficiency bonus. As a bonus action, you can remove the blessing from an item you have blessed, even if it is far from you or even in another Realm of Existence.

Disciple of Fire

at the 17th level your soul leaves it's mark on anything you put your will into. Every weapon that you make or is affected by any Class feature raises their damage scale by 1, reduce their critical margin by 1 and raises the damage dice multiplier for their critical hit by 1. When uma of those weapons deal a critical hit it exhales an explosion of white flames, causing your Acolyte level as additional disruptive damage. Additionaly, all armors that you make or that are under the effect of any of your Class features offer your resistance to incinerating damage to the usar while also giving advantage on saving throws against the Extreme Cold.

Call of the Forge God

After the 28th level, the Forge God allows the sparks of the forge to come to your aid. Using an action, you summon an elemental ram entirely made of fire. This elemental acts at the end of your turn, has Strength 18, Dexterity 12 and Constitution 22, while also having the same Intelligence, Wisdom and Charisma values as you. The elemental has twice your life points, Large size, 40 feet of movement, 15 AC, immunity to all conditions (except Feebleness and Exhaustion), resistance to physical and immunity to incinerating damage, but has a vulnerability to glacial damage.

The elemental disappears after 1 hour, when it's hit points reach 0, when you die or you use your bonus action to dismiss it. It obeys all of your commands and, if you are unable to give any command, it does it's best to protect you.

The elemental can attack twice in one turn, one with it's horns and one with it's hooves, both using it's Strength modifierr on the attack and damage rolls. The horns deal 3d8 + 4 crushing damage while the hooves deal 1d8 + 4 smashing damage and 3d8 incinerating damage. Your proficiency bonus is added to the rolls of the elemental.

Each enemy creature that starts it's turn within 10 feet of the elemental suffers 2d8 incinerating damage, while allies heal 2d8 hit points.

You can use this feature once per long rest.

Tides Rite

Rite Spells
Acolyte Level Spells
1st create or destroy water, protection from evil and

good

3rd water gush, minor restoration
5th water walk, water breathing
7th freedom of movement, control water
9th mass cure wounds, greater restoration

The Tides Rite may have originally arisen among the Marai, a tribe of Vastaya who live at the bottom of the sea. If there is a search for healing on each rite's behalf, the tidal rite seeks the healing of the seas, oceans and the life that exists within it, oftenly opposing other forms of life that exist in the depths.

Sea Aptitude

When you chose this Rite at 1st lecel, you start to have an understanding of the tide. You gain a swimming speed of 30 feet, if you already have that type of movement, it is increased by 15 feet. Besides that, you can hold your breath for 1 additional hour while underwater before having to amke any check.

Surging Tides

Also at level 1, the fluidity of your magic allows you to speed up certain flows. When you influence an ally with a non damaging resource, you can use your reaction to give them an additional speed of 10 feet for the next minute. This effect does not stack with itself. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.

Additionaly, you gain access to the spell list of the Mystery of Water.

Liturgy: Tides' Blessing

After the 2nd level, you can use your Liturgy to give more swiftness to an ally's movements. Using a bonus action you o grant Tide's Blessing to an ally that you can see within 30 feet of you, the next 3 weapon attacks of that ally are deal an additional damage of 1d6 + your Wisdom modifier.

The damage from this feature increases by 1d6 when you reach the 6th level (3d6), the 10th level (4d6) and the 14th level (5d6) and the 18th level (6d6). When you reach the 10th level, the attack's damage becomes magical.

Tame the Flow

Also at level 2, you can keep and manipulate an almost invisible layer of water around your body while you're conscious. Whenever you suffer bludgeoning, smashing, fire or incinerating damge, you reduce that damage by an amount equal to your Wisdom modifier.

Additionaly, in case you are Bruning, you can use your reaction to put off the flames as long as they don't require magical water. Alternatively, you can use this feature on an ally spending 1 Mana point. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.

After the 10th level, your Wisdom modifier to reduce damage using this feature is doubled. You can also extinguish flammes of a Burning effect that requires magical water.

Ebb and Flow

At level 5 you learn to summon a gush of water able to heal allies and hurt enemies. Using an action, choose a target within 15 feet of you, if it's an ally, they heal 2d6 hit points and you can redirect the gush of water to a new target within 15 feet of the healed creature. If it's a hostile creature, they must succeed a Dexterity saving throw with DC equal to your spell DC. On a failure, the target takes 2d6 piercing damage and you can redirect the gush of water to a new target within 15 feet of the damaged creature. On a success, the creature only the damage is halved. You can redirect the gush up to 3 times. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.

The damage and healing from this feature increases by 1d6 when you reach the 6th level (3d6), the 10th level (4d6) and the 14th level (5d6) and the 18th level (6d6). When you reach the 10th level, this feature's damage becomes Incisive.

Tidecaller

At the 6th level, manipulating the water becomes something completely natural to you, enabling you to treat it as a solid material. You can cast the spell "create or destroy water" as a 2nd-level spell without expending mana a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When you cast this spell this way, the water you conjure is considered seawater, and you can use a bonus action to shape it in one of the following ways:

  • Water Bow. You can use the water to make a ranged attack against a creature within 60 feet of you. On a hit, you deal 3d8 bludgeoning damage and the creature must make a Strength saving throw with DC equal to your spell DC. On a failed save, the creature becomes Prone.
  • Aquatic Armor. You make yourself completely enveloped in water, gaining resistance to fire damage. Melee attacks against you have disadvantage and ranged attacks made against you that are beyond the weapon's normal range automatically miss. You can breathe normally while wrapped in this way. You can maintain this armor for 1 minute or until you are Incapacitated. At the end of the duration, the water drops to the ground.
  • Fetters of Water. You send a small portion of water to trap a creature within 15 feet of you. The creature must make a Strength saving throw DC equal to your spell DC. On a failed save, it gets encased in ice, being Restrained for the next minute. On a success, the water returns to you. A creature Restrained by these fetters can repeat the saving throw at the start of each of its turns, ending the condition on a success. At the end of the duration, the water drops to the ground.
  • Private Pool. You create a 3-foot tall area covered in water at your feet in a 10-foot radius around you, this water moves with you. This area is considered difficult terrain for creatures that don't have a swimming speed. This area lasts until you become Incapacitated.
  • Aquatic Tendrils. You use your water to create tentacles of water that serve as extensions of your own arms. Your unarmed strikes now deal 2d6 bludgeoning damage and have a range of 15 feet. These tentacles last for 1 minute or until you dismiss them with a free action.

Additionally, you learn the Sylvan language and become a friendly figure to all sea creatures that see you, and you can convince them to help you as you would with any other NPC. You can also spend 1 minute in concentration to call on to sea creatures within 1 mile of you, the amount of creatures that will answer your call is up to the Game Master.

Besides that, as long as you have access to a source of running water or the ocean, you can regain your Wisdom modifier in additional Mana points during a long rest.

Protective Aura

Starting at 8th level, you emanate the magical energy of water. Using an action, you start emitting a protective aura in a 15-foot radius around you for the next minute, you and your allies have advantage on Wisdom saving throws, and resistance to all simple damage while within that area. That aura moves with you. You can use this feature a number of times equal to half of your Wisdom modifier (minimum of 1) per full rest.

Additionaly, you gain access to spell list of the Mystery of Hemomancy.

Upon reaching 16th level, each creature within that aura gains resistance to all magic damages and the aura's radius becomes 30 feet.

Water Prison

At the 11th level, you use the water around you to condense it into a huge bubble able to trapp many creatures. Using an action, you use the seawater you have in the form of a water bubble at a point within 30 feet of you, each creature within 10 feet of that point must make a Dexterity saving throw with DC equal to your Dexterity sepll DC. On a failure, the creature suffers 4d8 bludgeoning damage and becomes trapped in the bubble. On a success, the creature only suffers half of the damage. The bubble can only trap 1 Large creature or 4 Medium or maller creatures. The bubble lasts for 1 minute and floats 5 feet above the ground. A creature trapped in the bubble can be seen normally, but it has full cover, in addition to being unable to breathe and being Restrained. At the start of each of its respective turns, a trapped creature must make an Athletics check with DC equal to your spell DC. On a success, the creature is freed.

A creature within 5 feet of the bubble can use its action to pull a trapped creature out of the bubble. To do so, the creature must succeed on an Athletics check with DC equal to your spell DC.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.

Sea Cub

At level 14, you can conjure a torrent of water in the shape of a sea creature. Using an action, each hostile creature in a 60-foot-long, 15-foot-wide line from you must make a Constitution saving throw with DC equal to your spell DC. On a failure, the creature suffers 6d10 crushing damage, becomes knocked Prone and Feeble for 1 minute. On a success, the creature only takes half damage. A creature affected by Feebleness in this way can repeat the saving throw at the start of each of its turns, ending the condition on a success.

Each ally in that line heals 6d10 hit points and takes half of the dice result as temporary hit points.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.

Tidal Wave

At the 17th level, you dam up violent water magic within you. You always have the spell tsunami prepared, it doesn't count towards the maximum spells you can prepare per full rest, and you can cast it without spending mana points once per full rest. When you cast this spell this way, the initial damage becomes 8d10, decreases by 1d10 for each subsequent round and water floods the entire area the tsunami passes through during the next minute, this area is considered difficult terrain for creatures that have no swimming speed.

Great Wave

When you reach the 20th level, your connection to water and the elemental magic that surrounds it reaches a full level. You can cast the spell water gush as a 3rd-level spell without expending mana a number of times equal to your Wisdom modifier (minimum of 1) per long rest.

Besides that, whenever you deal damage to a hostile creature using a Class feature or a Mystery of Water or Hemomancy spell, you recover 2d8 + your Wisdom modifier hit tpoints. Any excess hit points recovered in this way become temporary hit points that can stack.

Nature Rite

Rite Spells
Acolyte Level Spells
1st goodberry, purify food and drin
3rd grow thorns, locate animals or plants
5th plant growth, speak with Plants
7th hallucinatory terrain, root swamp
9th commune with nature, awakening

Nature is not limited to fauna, but expands through flora and even subtle reality, reaching even the spiritual essence of rocks. The Nature Rite is focused on healing the earth and the plants, using the soil itself as the greatest device to manifest natural liturgies when needed. Where there is corruption in the land, an Acolyte of Nature will seek to restore harmony, demonstrating that even flowers have their thorns.

Additional Proficiency

When you choose this Rite at 1st level, you gain proficiency in Nature, if you already have that proficiency, you gain specialty. Additionally, you gain proficiency with the Apothecary Craft.

Voice of Nature

Also at level 1, you learn to interpret and decipher all the signs that nature exposes, identifying what most people don't notice, be it through animals or through subtle changes in the climate.

Nature has many ways of transmitting information, animals fleeing, birds in flight or even the wind itself can bring a lot of information about what is happening in a region, carrying remnants of fires, smells and even sounds, you know how to interpret all of these signals, getting a general sense of events in an area. You also learn the Sylvian language.

Besides that, animals can understand your speech and you gain the ability to decipher their noises and movements. Most animals lack the intelligence to convey or understand sophisticated concepts, but a friendly beast can convey what it has seen or heard in the recent past. This feature doesn't grant you friendship with beasts, although you can combine this feature with gifts to curry favor with them as you would with any NPC.

Additionaly, you gain access to the spell list of the Mystery of Flora.

Liturgy: Nature's Aid

At the 2nd level, you can use your Liturgy to summon a creature to your aid. As an action, you summon a stone or vine elemental, at your choice, to a point you can see within 30 feet of you. This creature's CR is equal to half of your Acolyte level (minimum 2). This elemental acts at the end of your turn, acting on its own to help you as best it can. The elemental disappears after 1 hour or after dropping to 0 hit points.

Mahogany Touch

Also at the 2nd level, your magical energy is inherently tied to nature, giving you and all your summons an appearance similar to trees, or as if you were made of wood. You and all your summoned creatures are always under the effect of the barkskin spell.

Your AC and that of your summoned creatures cannot be less than 17 at the 5th level, 18 at the 11th level, and 19 at the 17th level.

Root Enchanter

At the 5th level, you learn secrets about the roots, thus amplifying the power of certain spells. Choose from the following spells: conjure thorns, create sapling or constricting vine. You always have the chosen spell prepared, and it doesn't count towards the maximum spells you can prepare per full rest. In addition, the chosen spell has the following additional effect:

  • Conjure Thorns. You can cast this spell as a 3rd-level spell without expending Mana points a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When casting this spell this way, each creature that fails the saving throw takes 5d6 piercing damage and must make a Constitution saving throw. On a failure, the creature takes 1d10 + your Wisdom modifier poison damage and gets Intoxicated for the next minute, being able to repeat the saving throw at the end of each of its turns to end this condition. On a success, the creature cannot be Intoxicated by this spell for 24 hours.
  • Create Sapling. You can cast this spell as a 3rd-level spell without expending mana a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When casting this spell this way, the sapling has a walking speed of 40 feet, chases the nearest hostile creature within 50 feet of it and, when it explodes, each creature that fails the saving throw takes 4d6 force damage, its speed is reduced by 15 feet until the start of its next turn and, at the start of its next turn, it must make a Constitution saving throw. On a failure, the creature takes 4d6 force damage.
  • Constrictor Vine. You can cast this spell without expending mana a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When you cast this spell this way, each creature that fails the saving throw takes 4d6 poison damage and becomes Poisoned, taking 1d6 poison damage at the start of each of each of its turns.

Upon reaching 10th level, the damage dealt by the chosen spell becomes magical. Additionally, you can choose a new spell when you reach the 11th and the 17th level.

Powerful Summoner

Starting at the 6th level, your summons are stronger than normal, being tougher and more powerful. When summoning an elemental, beast or plant, it gains the following benefits:

  • The summoned creature adds your proficiency bonus to the damage dealt.
  • The summoned creature gains resistance to simple physical damage, if it already has it, it gains resistance to magical physical damage. At 17th level, the summoned creature gains resistance to all simple damage.
  • The summoned creature adds your proficiency bonus to it's hit points for each Hit Dice it has. That is, if you are at the 6th level as an Acolyte and you summon a creature that has 8d10 hit points, it adds 24 (8x3) hit points.
  • All damage dealt by the summoned creature becomes magical.

Verdant Growth

At level 8, you have the green touch, being able to make vigorous plants appear extremely quickly. You gain access to the spell list of the Mystery of Summoning. Additionally, choose one of the following options:

  • Bush Formation. You learn to grow plants anywhere to protect yourself and your allies from harm. Using an action, choose a point you can see within 20 feet of you, plants grow within 10 feet of that point and remain for the next minute. Allies within this area cannot be seen from the outside and cannot be affected by any spell from the Mystery of Divination or sensed by scrying magic sensors, and they can normally see what happens outside this area. Each hostile creature that is in that area or starts its turn there must make a Dexterity saving throw with DC equal to your spell DC. On a failure, the creature is Restrained for the duration of this feature, being able to make a Strength saving throw with DC equal to your spell DC at the start of each of its turns to end this condition.
  • Garden of Thorns. You learn to use floral magic to create a special seed, controlling the type of plant that will bloom and accelerating its growth. Using a bonus action, you conjure a seed at a point within 15 feet of you and, at the start of your next turn, the seed blossoms into a Thorn Spitter or Vine Lasher at your choice. It acts at the end of your turn and obeys all your commands.
  • Nature's Grasp. You learn to summon roots buried deep within the earth to make them twist and rush toward your enemies. As an action, you conjure 3 roots in three 60 feet long and 5 feet wide lines starting from you in a direction of your choice, these roots run in parallel to each other, stopping at the first hostile creature they hit. It must make a Dexterity saving throw with DC equal to your spell DC. On a failure, the creature takes 5d6 crushing damage and is Restrained for the next minute. On a success, the creature takes half damage, and the root continues to travel the line until it hits a target that fails the saving throw or reaches its maximum range, whichever comes first. A target Restrained by this feature can make a Strength saving throw with DC equal to your spell DC at the end of each of its turns to end this condition.

You can use this feature a number of times equal to half of your Acolyte level per full rest.

Seeds of Power

At the 11th level, you can enchant seeds with fantastic properties, which empower a creature when ingested. Through a 1-hour ritual, you can enchant a seed with one of the following options:

  • Healing. When you consume this seed, you recover 8d10 + your Wisdom modifier in hit points, the excess hit points are converted in temporary hit points.
  • Explosion. Instead of consuming this seed, you can use your bonus action to throw it at the feet of a creature within 20 feet of you. The creature must make a Strength saving throw with DC equal to your spell DC. On a failure, the creature takes 8d10 + your Wisdom modifier crushing damage.
  • Fortification. By consuming this seed, your body is strengthened. Your Strength, Dexterity, and Constitution scores increase by an amount equal to half your proficiency bonus until the end of your next turn.
  • Roots. By consuming this seed, you gain the ability to control roots. Choose a creature you can see within 60 feet of you. It must make a Dexterity saving throw with DC equal to your spell DC. On a failure, roots envelop the creature, leaving it Restrained. These roots work like handcuffs, although they cannot be opened.

As part of this ritual, you must have 20 gp worth of materials for each seed you enchant and you must define the enchantment's effect when starting the ritual. A creature must use its bonus action to consume a seed. You can keep a number of enchanted seeds equal to half your Acolyte level and they lose their magical properties at the end of your next full rest.

Nature's Protection

Starting at the 14th level, the nature spirits you commune with protect you when you are at your most helpless state. When you take damage that reduces you to 0 hit points or become Incapacitated, you can use your reaction to cast the spell conjure animals as a 5th-level spell without expending mana points and ignoring any components. The summoned creatures use their turns to protect you in the best way they can. When the spell is cast this way, it lasts for 1 hour, or until you die, and requires no concentration; you can dispel it at any time using a free action.

You can use this feature once per full rest.

Return Blessing

At level 17, receiving so many blessings along with understanding nature creates a feeling of retribution within you. You always have the spell wood golem's protection prepared, it doesn't count towards the maximum spells you can prepare per full rest and you can cast it without spending mana a number of times equal to half your Wisdom modifier (minimum of 1) per full rest. When you cast this spell this way, you can cast it on any creature you can see within 60 feet of you. A creature affected by this spell also gains the benefits of Mighty Summoner.

Additionally, you and all creatures within 60 feet of you are immune to the blight spell and you can use your action to dispel the 250-foot area of a spell around you that is affecting natural terrain, like the hallucinatory terrain spell.

Master of Roots

Upon reaching the 20th level, you channel primal power in a way akin to a deity. Maybe it's a coincidence, maybe you're the reincarnation of some great hero of the past, but nature is familiar with you. You always have the primitive bloom spell prepared and it doesn't count toward the maximum spells you can prepare per full rest. You can channel this spell for 1 round, making it activate at the start of your next turn and increasing the damage dealt to 15d6. Besides that, the attacks made by this spell deal 7d6 damage of a type of your choice, and the hit points regained become your spellcasting ability modifier in d10 instead of d6.

Additionally, this spell doesn't require concentration for you, however you can't cast it again until the end of your next long or full rest.

Sepulture Rite

Magias de Rito
Acolyte Level Spells
1st inflict wounds, ray of sickness
3rd augury ray of enfleeblement
5th animated dead, vampiric touch
7th phantasmal killer, protection against death
9th contact other plane, antilife shell

The Sepulture Rite may have been a rite developed completely apart from all others, it also seeks healing but not only of the living, but also of those tormented between the world of the living and the world of the dead, possibly also come to interacting with those who have not achieved eternal rest. Oftenly the Sepulture Rite ends up using the energy of the world of the dead or even the undead for its purposes, however, this can come at a high price because for, as they say, if you gaze long enough into the abyss, the abyss will gaze back into you.

Ochnun
The dead have a language of their own called Ochnun, however learning that language is impossible through study.

This language can only be learned by a living being as it is exposed to the energies of the underworld.

A downside to this is that those who speak this language are more visible to the dead, having a kind of presence in the world of the dead similar to a perenial and fleeting glow which intensifies as levels of this class are reached.

Occult Knowledge

When choosing this Rite at 1st level, you learn the occult lore of the spirits and the dead. You can speak the Spiritual language and you have the spare the dying cantrip, this cantrip does not count as one of your known cantrips and works on constructs normally.

Starting at 2nd level, your connection to the realm of the dead deepens and you can understand the Ochnun language. At 7th level, you can speak that language.

Unveiled Vision

Also at 1st level, you can get information from the netherworld. As long as you have access to a creature's remains, you can perform a 10-minute ritual, during which you cannot leave the remains' side. At the end of that period, you contact that creature's soul, causing it to appear floating above the remains of the creature you performed the ritual on.

That soul is present for up to 5 minutes and can communicate in the languages the creature had in life. You can ask this creature up to 2 questions, the answers are usually brief, enygmatic or repetitive and the body is under no compulsion to answer or even tell the truth.

A soul cannot be summoned this way for the next month. Vesides that, starting at 3rd level when you are able to cast the "speak with dead" spell, you can contact a corpse every 5 days instead of 10 and you are able to tell whether the dead person is lying or omitting information.

Additionaly, you gain access to the spell list of the Mystery of Necromancy.

Liturgy: Shepherd of Souls

Summon Undead
Acolyte Level Summons Undead of CR
2nd ¼ or lower
5th ½ or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 ou menor

Starting from the 2nd level, you can use your Liturgy to provide temporary bodies for souls willing to help you. Using an action, you can create the corpse of an undead of CR listed for your level as shown on the Summon Undead table. This feature lasts for 1 minute or until the undead is reduced to 0 hit points, after which the body decays. You can summon a number of undead equal to your Wisdom modifier at a time.

Dark Shroud

Also at the 2nd level, the necromantic energies do not affect you in the same way as others. You gain resistance to necrotic damage. Upon reaching 11th level, you gain immunity to this damage.

Rest In Peace

At level 5, the funeral rites are so engraved in your mind that you can perform them without even thinking. You always have the spell gentle repose prepared, this spell does not count towards the maximum spells you can prepare per full rest. When you cast this spell, you can use it within a range of 30 feet, and it can affect a number of corpses equal to your Wisdom modifier.

Additionaly, using an action, you can cast the spell peaceful rest without spending points of mana a number of times equal to your Wisdom modifier (minimum of 1) per full rest.

Additionally, you are able to control undead that were not summoned by you. When you use your Liturgy: Shepherd of Souls, all undead that have a CR equal to that of the Summon Undead table within 60 feet of you obey all of your commands for the next minute. If they are already controlled by another creature, you must make a check with your Spellcasting Attribute opposed by the Spellcasting Attribute of the creature controlling the undead, if it fails, you take control of the undead. If the creature doesn't have a Spellcasting Attribute, it must use its Wisdom modifier.

Last Rites

Starting at level 6, the tool to eternal rest is in your hands. You can use a bonus action to fill a weapon in your hand with necrotic energy and when you do, for a number of rounds equal to your proficiency bonus, your attacks with that weapon deal an adittional 2d8 necrotic damage. You can do this a number of times equal to your Wisdom modifier per full rest. If the target is reduced to 0 hit points with this attack, its soul must make a saving throw with DC equal to your spell DC, if it fails, it returns as an undead more similar to its living form with its CR within that of your Liturgy: Shepherd of Souls. You can use this feature a number of times equal to your Wisdom modifier before taking a full rest.

The damage from this feature increases by 1d8 upon reaching 10th level (3d8), 14th level (4d8), and 18th level (5d8).

Dark Procession

At level 8, the souls of the tormented are at your disposal. Using an action, you conjure the twisted, dying bodies of souls that couldn't cross over to the afterlife, causing them to unite and create a wall at a point you can see within 20 feet of you, the wall is circular with 20 feet in diameter, 10 feet in height and is 3 feet thick. That wall has the same AC as you and 2d6 multiplied by your Acolyte level in hit points.

Hostile creatures that are within 5 feet of the wall or start their turns within that reach must make a Dexterity saving throw with DC equal to your spell DC. On a failure, the dying bodies stretch out their arms and trap an affected creature, leaving it Restrained. A creature Restrained in this way can make a Strength saving throw with DC equal to your spell DC at the end of each of its respective turns, ending that condition on a success. If the wall is destroyed, all Restrained creatures are released.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest. You can only have one wall active at a time, if you cast it again with an active wall, the previous one is destroyed.

Additionaly, you gain access to the spell list of the Mystery of Darkness.

Mourning Mist

At the 11th level, your presence in the realm of the dead affects you even more, you are able to retain some of that realm's mist and are able to use it for attacks. You can spend 10 minutes on a ritual to summon the mist from the realm of the dead and, when you do, you conjure a number of globules of mist equal to your proficiency bonus. These globules disappear at the end of a full rest, and you cannot have more globules stored than your Wisdom modifier per full rest.

Using an action, you can hurl a globule of mist at a point you can see within 25 feet of you. Creatures in a 15-foot cone starting at the chosen spot must make a Constitution saving throw. On a failure, an affected creature takes 6d6 + your Wisdom modifier necrotic damage, is slowed by 15 feet and is marked for the next minute.

Creatures you've summoned have advantage on attack rolls against targets marked by this feature.

Maiden of Wailing

At the 14th level, you can use the wail of the dead as a force to your advantage. Using an action, you summon a spectral entity on a point you can see within 30 feet of you, it is considered a Large undead. She acts at the end of your turns and obeys all your commands. That entity remains active for 10 minutes, until it is reduced to 0 hit points or until you dismiss it as a free action.

The maiden has 30 feet speed, half your hit points, the same AC, Attributes, resistances, and vulnerabilities as you. She can make two ranged attacks per turn, each attack taking the form of bolts of energy that deal 5d6 necrotic damage against a target within 30 feet of the maiden. If the maiden hits a creature marked by your Mourning Mist feature, for every 10 points of damage she deals, you heal 1d10 hit points, or half as much in mana points (minimum of 2).

Additionally, as a bonus action, the maiden can force all hostile creatures within 30 feet of her to make a Wisdom saving throw. On a failed save, an affected creature is Frightened by the Maiden for the next minute.

You can summon this entity a number of times equal to half your Wisdom modifier (minimum of 1) per full rest. You can only have one of these entities active at a time.

Envestment of the Dead

Starting at 17th level, walking through both worlds has empowered your body to channel a potent charge of necrotic energy. Using an action, you can channel the power of the Realm of the Dead to protect you and amplify your destructive power for the next minute a number of times equal to half your Proficiency bonus per full rest. By doing so, you receive the following benefits:

  • You gain absortion to necrotic damage;
  • You gain resistance to radiant damage, simple and magical;
  • You are under the effect of your Last Rites trait for the duration;
  • Creatures that fail their Shadow Globules saving throw are Paralyzed until the end of your next turn;
  • You are under the effect of the cause fear spell to all hostile creatures within 100 feet of you for the duration;

Additionally, for every 10 years that pass, your body only ages 1.

Necromantic Protection

Upon reaching the 20th level, you can extend your dark shroud to the creatures around you. The animate dead and revivify spells are always prepared for you and do not count towards the maximum spells you can prepare per day.

Additionally, you can cast the "animate dead" and "revivify" spells as 3rd-level spells without expending mana points, you can use those spells this way a number of times equal to your Wisdom modifier (minimum of 1) per full rest.

Besides that, you and any undead you summon gain immunity to necrotic damage, resistance to radiant damage, cannot be affected by mind control spells and have advantage against attempts to turn them away.

Storm Rite

Magias de Rito
Acolyte level Spells
1st thunderwave, crakling bolt
3rd gust of wind, levitate
5th lightning, fly
7th sky splitter, freedom of movement
9th control the winds, storm devourer

Among all the rites formed, the Storm Rite is the most recent one, it was formed in large part thanks to an air elemental called Janna who protects the underprivileged denizens of Zaun, however, even in Piltover there is oppression and wounds that suffocate its inhabtants. The Storm Acolytes are the harbingers of something even more turbulent than a hurricane, healing society through its lightnings and winds, seeking to blow away all illnesses.

Tailwin

When choosing this Rite at 1st level, the wind always favors your movements. You gain a bonus of 5-foot multiplied by your proficiency bonus to your speed. Additionally, allies moving towards you gain half this bonus to their respective speeds.

Storm Protection

Also at the 1st level, you can use the winds to aid in protection. When you or a creature you can see within 30 feet of you are targeted by an attack, you can use your reaction to grant a temporary shield. This shield grants 2d8 + 2 times your Acolyte level in temporary hit points. You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per full rest.

Additionaly, you gain access to the spell list of the Mystery of the Storm.

Liturgy: Stormy Wrath

At the 2nd level, you can use your Liturgy to wield the storm's power with unbridled ferocity. When you deal Lightning, Thunder, Plasma or Vibrational damage, you can use your Liturgy to double the damage dealt.

Barefoot

Also at the 2nd level, no matter how much you walk, you are always a few millimeters from the ground, decreasing your conductivity. You gain resistance to lightning damage and advantage against knockback.

Howling Gale

At level 5, small and precise pressure controls are made possible by your ability to manipulate elemental energy. Using an action, you create in a point within 5 feet of you a punctual change in temperature and pressure, creating the "seed" of a small tornado. You can cultivate this seed a number of turns equal to your proficiency bonus.

At any moment during your turns, you can use a bonus action to unleash a tornado in a 20-foot-long, 5-foot-wide line starting where the seed was created. Creatures in that line must make a Dexterity saving throw with DC equal to your spell DC. On a failure, an affected creature takes 2d6 slashing damage, knocking a Medium or smaller creature 10 feet into the air and, after falling, it gets knocked prone. On a success, it only takes half damage. For each round beyond the 1st that you spend growing this seed, the tornado increases by 10 feet in length and 5 feet in width, the damage also increases by 1d6 and launches a creature one size category larger an additional 10 feet in height.

Lightning Strike

Starting at the 6th level, your blows reverberate with powerful thunderous energy. Whenever you deal Thunder damage, simple or magical, to a creature up to one size category larger than you or smaller, you can choose to push it up to 10 feet away from you, that creature must make a Strength saving throw with DC equal to your spell DC. On a failure, the creature is knocked Prone.

Additionally, once per turn, you can imbue your next attack with lightning damage, dealing an additional 1d8 lightning damage. This feature's damage increases by 1d8 at the 10th level (2d8), 14th level (3d8) and 18th level (4d8).

Electrostatic Aura

At the 8th level, you are able to perceive the subtlest differences in the electrical and vibrational fields around you. Using an action, you cast an aura in a 10-foot radius multiplied by your proficiency bonus around you, you know the exact location of all creatures in that area, regardless if they are invisible, buried or flying. Besides that, while this aura is active, you can add your proficiency bonus to your AC. This aura lasts indefinitely, and you must maintain concentration to keep it active (as with your spells).

Additionaly, you gain access to the spell list of the Mystery of Enchantment.

Storm Affinity

Starting at the 11th level, you have a greater affinity with the elements of a storm, with the storm's elements having greater synergy with your body. When you take lightning, thunder, plasma or vibrational damage, if the source is not a spell, you restore one mana point. If it is a spell, you regain mana equal to the spell's level. This effect can happen a maximum of once per round and a total of times equal to your proficiency bonus per long rest. Additionally, you must choose a manifestation of the storm from the following:

  • Lightning. Whenever you deal lightning damage to a creature, simple or magical, an additional target of your choice within 15 feet of your original target must make a Constitution saving throw with DC equal to your spell DC. On a failure, the target takes half the lightning damage dealt to your original target.
  • Vibrational. You gain a barely perceptible vibrational barrier around you, melee and ranged attacks made against you have their damage reduced by an amount equal to your proficiency bonus. This barrier gives you advantage on Stealth checks that rely on sound.

Winds of War

At the level 14, the winds that surround you innately protect you, hampering any attackers. The spell gust of wind is always prepared for you and doesn't count towards the maximum spells you can prepare per day. Allies have advantage on the saving throw to resist this spell.

When a creature comes within 15 feet of you, you can use your reaction to cast the "gust of wind" spell without spending mana a number of times equal to your Wisdom modifier per full rest. When you do that, if a creature that fails the saving throw is also knocked Prone.

Additionally, when you're targeted by an attack, you can use your reaction to summon a tornado of your Howling Gale feature as if it had been channeled for 2 turns. In doing so, all damage dealt to you by a creature that is inide the line of the tornado is reduced by an amount equal to the damage dealt by the tornado.

Child of the Storm

Upon reaching level 17, the slightest breeze is enough for you to take flight. As long as you are not underground or indoors, you gain flying speed equal to your walking speed.

Additionaly, you gain immunity to Plasma damage.

Control the Winds

At level 20, the wind is under your command at all times. The control the winds spell is always prepared for you and does not count towards the maximum spells you can prepare per day. You can cast this spell as a 5th-level spell without expending mana points a number of times equal to your Wisdom modifier per full rest. In addition, allies have advantage on saving throws and checks to resist this spell's effects, and their attacks have no disadvantage for being in this spell's area.