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(Criou página com ':'''Runic Ammunition''' :You are able to cast and fire your signature runic ammunition. When receiving this characteristic you must define the format and type of damage it causes (blunting, cutting or piercing), for example, you can define your ammunition to be marbles that cause blunt damage, cards that cause cutting damage or feathers. that deal piercing damage. :You are proficient with this ammunition, it is considered a ranged weapon, deals 1d6 of the chosen damage t...') |
(Criou página com '===Duel Time=== Reaching 9th level, you provoke an enemy so that they feel compelled to duel you. As an action, you can make a Persuasion check opposed by the target's Insight check. The creature must be able to hear you, and the two of you must share a language.') Etiquetas: Edição móvel Edição feita através do site móvel |
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Additionally, as a bonus action, you can spend 1 point of Runic Charge to enchant two munitions from the energized lot with one of the options below. At 9th level, when enchanting ammunition, you can apply 2 effects to the same ammunition. | Additionally, as a bonus action, you can spend 1 point of Runic Charge to enchant two munitions from the energized lot with one of the options below. At 9th level, when enchanting ammunition, you can apply 2 effects to the same ammunition. | ||
*'''Stunning'''. When you hit a creature with your Runic Ammunition, it must succeed on a DC 13 Constitution saving throw + the result of your Runic Charge die, or be Stunned until the end of your next turn. You can spend 1 additional Runic Charge point to roll a Runic Charge die and subtract the result of the creature's saving throw. | |||
*''' | *'''Enchanting'''. When you hit a creature with your Rune Ammunition, it must succeed on a DC 13 Charisma saving throw + the result of your Rune Charge die, or become Charmed until the end of your next turn. You can spend 1 additional Runic Charge point to roll a Runic Charge die and subtract the result of the creature's saving throw. You can only have one Charmed creature at a time. | ||
*''' | *'''Poisoned'''. When you hit a creature with your Runic Ammunition, it must succeed on a DC 13 Constitution saving throw + your Runic Charge die result, or take an additional 1d8 Intoxicating damage and become Intoxicated until the end of your next turn. On a success, the creature only takes damage from the attack and additional damage. You can spend 1 additional Runic Charge point to roll a Runic Charge die and subtract the result of the creature's saving throw. | ||
*''' | *'''Flaming'''. When you hit a creature with your Runic Ammunition, the target catches fire and becomes Scorched, taking your Runic Charge die result as incinerating damage at the start of each of your own turns. | ||
*''' | *'''Bloodthirsty'''. When you deal damage with your Runic Ammo against a creature, it must make a Constitution saving throw DC 13 + the result of your Runic Charge die. On a failed save, the creature becomes Bleeding, taking 1d4 damage at the start of each of its own turns. You can spend 1 additional Runic Charge point to roll a Runic Charge die and subtract the result of the creature's saving throw. | ||
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===Quick Hands=== | |||
When you reach the 5th level, you can fire your ammunition with greater speed. Your Rune Ammo increases damage category by 1 and throw distance becomes 60/120 feet. | |||
===Extra Attack=== | |||
From the 7th level onwards, no one can compare to your speed, you truly understand what it means to be “fast”. You can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach 18th Mercurial level | |||
===Duel Time=== | |||
Reaching 9th level, you provoke an enemy so that they feel compelled to duel you. As an action, you can make a Persuasion check opposed by the target's Insight check. The creature must be able to hear you, and the two of you must share a language. | |||
If you succeed on the save and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and cannot make attacks of opportunity against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or if you end your turn more than 60 feet from your target. | |||
===Combat Specialization=== | |||
At level 11, you learn to manipulate your Runic Ammunition even after it has already been thrown. When you miss an attack with your Runic Ammunition against a target within range, you can spend 1 point of Runic Charge to turn the miss into a hit. | |||
===Rune Recharge=== | |||
== | At 13th level, your ammunition seems to never end. Whenever you score a critical hit with your Rune Ammunition, it returns to your hands. Furthermore, at the end of a fight you can recover some of your ammunition, roll a Runic Charge die and add the result to the amount of Runic Ammunition you have, as long as it does not exceed your limit. | ||
===Higher Intuition=== | |||
== | Starting at 17th level, your intelligence is enhanced to the point that your mind is not easily influenced by trickery, optical illusions, and spells. When you make an Intelligence, Wisdom, or Charisma saving throw, you can spend 1 Runic Charge point to add the result of your Runic Charge die to the saving throw. Additionally, as long as your allies are listening to you and if you wish, they can add this bonus to their save. | ||
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