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This Article is in accordance with the '''version 0.94''' 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:0.94]]
[[Categoria:0.94]]
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You can build a Shaman quickly by following these suggestions. First, your highest ability score should be Wisdom, followed by Constitution. Second, choose the Wanderer or Outsider past.
You can build a Shaman quickly by following these suggestions. First, your highest ability score should be Wisdom, followed by Constitution. Second, choose the Wanderer or Outsider past.


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= Class Features =
= Class Features =
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For example, if you want to cast the 1st-level spell thunderwave you must spend 1 ki point to cast it, but if you want to cast it as a higher-level spell instead of the 1 point you must spend a ki point. amount of Ki points corresponding to the desired level, such as 2 Ki points to cast it as a 2nd-level spell or 3 to cast it at 3rd level.
For example, if you want to cast the 1st-level spell thunderwave you must spend 1 ki point to cast it, but if you want to cast it as a higher-level spell instead of the 1 point you must spend a ki point. amount of Ki points corresponding to the desired level, such as 2 Ki points to cast it as a 2nd-level spell or 3 to cast it at 3rd level.


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===Preparing and Casting Spells===
===Preparing and Casting Spells===
You prepare your list of available spells by selecting from the lists of spells you have access to. You select a number of spells equal to your Wisdom modifier + half your shaman level (minimum of 1). These spells must be equal to or less than your Maximum Spell Level.
You prepare your list of available spells by selecting from the lists of spells you have access to. You select a number of spells equal to your Wisdom modifier + half your shaman level (minimum of 1). These spells must be equal to or less than your Maximum Spell Level.
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For example, if you are a 5th-level Shaman with a Wisdom of 16, your list of prepared spells can include 5 spells, combining 1st- and 2nd-level spells, in any order.
For example, if you are a 5th-level Shaman with a Wisdom of 16, your list of prepared spells can include 5 spells, combining 1st- and 2nd-level spells, in any order.
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A Shaman's path is formed from his interactions with the Spiritual world. you must choose one of the Callings you answered from the Channeler's Calling, Summoner's Calling, or Shapeshifter's Calling. Your calling grants you features at 1st level and again at 3rd, 6th, 11th, 15th, 17th, and 20th level.
A Shaman's path is formed from his interactions with the Spiritual world. you must choose one of the Callings you answered from the Channeler's Calling, Summoner's Calling, or Shapeshifter's Calling. Your calling grants you features at 1st level and again at 3rd, 6th, 11th, 15th, 17th, and 20th level.


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==Spiritual Allies==
==Spiritual Allies==
At level 2, you connect with an animal spirit ally who will teach you how to channel spirit energy through a posture. Your melee attacks are imbued with spiritual energy, dealing an additional 1d6 damage. This damage increases to 1d8 at 8th level, 1d10 at 12th, and 1d12 at 17th. Using a bonus action and 1 Ki point, you can enter a stance. Once you enter a stance, you gain its benefits until you decide to leave that stance or switch to another one.
At level 2, you connect with an animal spirit ally who will teach you how to channel spirit energy through a posture. Your melee attacks are imbued with spiritual energy, dealing an additional 1d6 damage. This damage increases to 1d8 at 8th level, 1d10 at 12th, and 1d12 at 17th. Using a bonus action and 1 Ki point, you can enter a stance. Once you enter a stance, you gain its benefits until you decide to leave that stance or switch to another one.
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Utilizando uma ação bônus e 1 ponto de Ki, você pode entrar em uma postura que possua. Cada postura possui três efeitos, um efeito Contínuo, que você recebe ao ativar a postura e permanece até você abandonar ou ativar outra, um efeito Temporário com a duração descrita na habilidade e um efeito persistente que dura por 1 minuto e não se acumula com ele mesmo caso a postura seja ativada novamente pela duração do efeito persistente.
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Cada postura pode ser ensinada por diversos espíritos, com cada uma delas tendo alguns espíritos mais comuns a ensinar em sua descrição.
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'''Permanência'''. A postura da permanência concede ao Xamã solidez para preservação da sua existência. Animais relacionados: Tartaruga, Javali.
*'''''Contínuo''''':  Aumenta sua CA em +2.
*'''''Temporário''''': Você recebe um total de pontos de vida temporários igual a seu nível de Xamã + seu bônus de proficiência
*'''''Persistente''''': Você recebe resistência a danos elementais.
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'''Agilidade'''. A postura da Agilidade permite que o Xamã possa vencer alguns limites de velocidade de seu corpo. Animais relacionados: Guepardo, Urso
*'''''Contínuo''''': Aumenta seu deslocamento em metade do seu bônus de proficiência vezes 5 pés.
*'''''Temporário''''': Ao ativar a postura da Agilidade você recebe vantagem no seu próximo ataque.
*'''''Persistente''''':  Você recebe proficiência em Salvaguardas de Destreza.
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'''Domínio'''. A postura do Domínio concede ao Xamã ferramentas para preservar e consolidar o seu espaço. Animais relacionados: Leão, Tigre
*'''''Contínuo''''': Você recebe Proficiência em intimidação (caso já possua proficiência você possui vantagem em testes com essa habilidade).
*'''''Temporário''''': Ao ativar a postura do Domínio você emite um rugido amedrontador (inimigos a até 60 pés de você que possam ouví-lo devem realizar uma salvaguarda de Sabedoria CD igual à sua CD de resistência de Ki, caso falhem os alvos ficam Amedrontados por 1 minuto).
*'''''Persistente''''':  Aliados que possam vê-lo ou ouvi-lo recebem +1 em suas jogadas de ataque.
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Each posture when activated generates a persistent effect that lasts for 1 minute and cannot stack with itself if the posture is activated again for the duration of the persistent effect. At the end of that minute, you can spend 1 Ki point to reactivate the persistent effect. Choose a stance from the following:
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'''Impacto'''. A postura do Impacto canaliza energia espiritual dando solidez adicional ao corpo do Xamã. Animais relacionados: Urso
*'''''Contínuo''''': Você recebe resistência a um tipo de dano físico não mágico (escolha entre Cortante, Contundente ou Perfurante ao entrar na postura).  
*'''''Temporário''''': Ao ativar postura do Impacto seu próximo ataque possui vantagem e o alvo deve realizar uma salvaguarda de Constituição CD igual à sua CD de resistência de Ki, caso falhe o alvo fica Atordoado até o começo de seu próximo turno.
*'''''Persistente''''': Sua velocidade aumenta em 10 pés como efeito persistente.
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*'''''Abidance'''''. The Abidance stance increases your AC by +2. When activating the Permanence stance, you gain temporary hit points equal to your Shaman level + your proficiency bonus. In addition, you gain resistance to elemental damage as a persistent effect. Related animals: Turtle, Boar.
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*'''''Agility'''''. The Agility stance increases your speed by half your proficiency bonus times 5 feet. By activating the Agility stance you gain advantage on your next attack. In addition, you gain proficiency in Dexterity Saving Throws as a persistent effect. Related animals: Cheetah, Bear
'''Ferocidade'''. A postura da Ferocidade se expressa de forma agressiva, aumentando a própria ferocidade do Xamã . Animais relacionados: Tigre
*'''''Dominance'''''. The Dominion Stance gives you proficiency in Intimidation (if you already have proficiency, you have advantage on checks with that skill). When you activate Dominance Stance, you emit a fearsome roar (enemies within 60 feet of you who can hear you must make a Wisdom saving throw with DC equal to your Ki resistance DC, on a failure, targets are Frightened for 1 minute). In addition, allies who can see or hear you gain a +1 to their attack rolls. Related animals: Lion, Tiger
*'''''Contínuo''''': Seus ataques desarmados podem causar dano cortante ou perfurante além do dano contundente. Você escolhe qual tipo no momento em que ativa a postura.
*'''''Impact'''''. The Impact Stance gives you resistance to one type of non-magical physical damage (choose from Slashing, Bludgeoning or Piercing when entering the stance). When activating Impact Stance, your next attack has advantage and the target must make a Constitution saving throw with DC equal to your Ki resistance DC, on a failure the target is Stunned until the start of your next turn. In addition, your speed increases by 10 feet as a persistent effect. Related animals: Bear
*'''''Temporário''''': Ao ativar a postura da Ferocidade, você pode causar 1 ataque extra nesse turno.
*'''''Ferocity'''''. Ferocity stance gives him slashing claws that increase the damage of your unarmed strikes. When activating the Ferocity Stance, you can make 1 extra attack this turn. In addition, your attacks using your claws take an additional 1d4 of slashing damage as a persistent effect. Related animals: Tiger
*'''''Persistente''''': seus ataques utilizando suas garras recebem 1d4 de dano cortante adicional como efeito persistente
*'''''Resourcefulness'''''. The stance of Resourcefulness gives you proficiency in Athletics (if you already have proficiency, you have advantage on checks with that skill). When activating the posture of Resourcefulness, your next unarmed attack, if it hits, has its damage dice increased by 1 category. In addition, your climbing speed becomes 30 feet for 1 minute as a persistent effect. Related animals: Monkey, Spider
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Upon reaching levels 6, 15, and 17 in this class, you can have an additional Animal Spirit.
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'''Engenhosidade'''. A postura da Engenhosidade concede uma versatilidade e criatividade para solucionar problemas. Animais relacionados:  Macaco, Aranha
*'''''Contínuo''''': proficiência em Atletismo (caso já possua proficiência você possui vantagem em testes com essa habilidade).
*'''''Temporário''''': Ao ativar a postura da engenhosidade seu próximo ataque desarmado, caso acerte, tem seu dado de dano aumentado em 1 categoria.
*'''''Persistente''''': Além disso, sua velocidade de escalada se torna 30 pés por 1 minuto como efeito persistente.
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==Enhancement==
==Enhancement==
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Using an action, you can attempt to channel the energy of a Great Spirit you are connected to for up to 1 hour, which can result in great deeds or the destruction of your mind or body.
Using an action, you can attempt to channel the energy of a Great Spirit you are connected to for up to 1 hour, which can result in great deeds or the destruction of your mind or body.


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When you channel a Great Spirit, you must choose between trying to convince it, via a Charisma check, or forcing the channel, spending 9 Ki points and a bonus action. When forcing the channel, you must make a saving throw according to the Great Spirits Difficulty table. For more details, see the description of Great Spirits in [[Grandes Espíritos/en|Chapter 5: Customization - Invocation and Great Spirits]]. Some effects may reduce the Ki cost of Channeling, but this cost cannot be less than 2 Ki points.
When you channel a Great Spirit, you must choose between trying to convince it, via a Charisma check, or forcing the channel, spending 9 Ki points and a bonus action. When forcing the channel, you must make a saving throw according to the Great Spirits Difficulty table. For more details, see the description of Great Spirits in [[Grandes Espíritos/en|Chapter 5: Customization - Invocation and Great Spirits]]. Some effects may reduce the Ki cost of Channeling, but this cost cannot be less than 2 Ki points.
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Additionally, while in possession of your totem, you ignore any material components of a spell, invocation, or sutra, as long as they are not consumables.
Additionally, while in possession of your totem, you ignore any material components of a spell, invocation, or sutra, as long as they are not consumables.
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*'''''Unarmored Defense.''''' When you are not wearing any armor, your AC is 10 + your Dexterity modifier + your Wisdom modifier.
*'''''Unarmored Defense.''''' When you are not wearing any armor, your AC is 10 + your Dexterity modifier + your Wisdom modifier.


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*'''''Spiritual Vigor.''''' You add your proficiency bonus to your hit point maximum now and whenever you level up in that class.
*'''''Spiritual Vigor.''''' You add your proficiency bonus to your hit point maximum now and whenever you level up in that class.
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===Spiritual Fist===
===Spiritual Fist===
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*'''''Shapeshifter.''''' You can manipulate spirit energy to alter your body as specified in Wild Shape.
*'''''Shapeshifter.''''' You can manipulate spirit energy to alter your body as specified in Wild Shape.


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===Wild Shape===
===Wild Shape===
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Also at 1st level, you can manipulate spirit energy to alter your body. As a bonus action, you can magically assume the form of a beast you've seen before. You can use this feature a number of times equal to your proficiency bonus per long or full rest.
Also at 1st level, you can manipulate spirit energy to alter your body. As a bonus action, you can magically assume the form of a beast you've seen before. You can use this feature a number of times equal to your proficiency bonus per long or full rest.
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Your Shaman level determines the beasts you can transform into, as shown on the Beast Shapes table. At 1st level, for example, you can transform into any beast of CR 1/2 or lower that has no flying or swimming speed.
Your Shaman level determines the beasts you can transform into, as shown on the Beast Shapes table. At 1st level, for example, you can transform into any beast of CR 1/2 or lower that has no flying or swimming speed.
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You can continue in beast form for a number of hours equal to half your shaman level (minimum of 1). At the end of this duration, you revert to your original form unless you use this feature again. You can use a bonus action to revert to your original form prematurely. You automatically revert if you are knocked unconscious, reduced to 0 hit points, or die.
You can continue in beast form for a number of hours equal to half your shaman level (minimum of 1). At the end of this duration, you revert to your original form unless you use this feature again. You can use a bonus action to revert to your original form prematurely. You automatically revert if you are knocked unconscious, reduced to 0 hit points, or die.
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'''''Forma Híbrida'''''. Ao alcançar o 13º nível, uma vez por descanso longo, ao assumir uma forma, você pode escolher por assumir uma forma Híbrida com qualquer forma que você possua. A forma híbrida concede a você alguns benefícios adicionais:
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*'''''Aumento de Atributo'''''. Os benefícios concedidos pelo Aspecto são dobrados.
*'''''Ataque Extra'''''*. Você pode fazer um ataques adicional em sua ação de ataque
*'''''Mãos funcionais'''''. Você pode segurar armas e escudos normalmente.
*'''''Conjuração'''''. Você pode conjurar magias em formas híbridas exceto magias que consumam componente material.
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'''''Forma Superior'''''. Ao alcançar o 17º nível, uma vez por descanso pleno, ao assumir uma forma, você pode escolher por assumir uma versão superior dessa forma. A forma Superior concede a você alguns benefícios adicionais:
*'''''Aumento de Atributo'''''. Os benefícios concedidos pelo Aspecto são dobrados.
*'''''Ataque Extra*'''''. Você pode fazer dois ataques adicionais em sua ação de ataque
*'''''Ataque Feral'''''. Suas armas naturais, ou ataque desarmado, passam a causar dano mágico.
*'''''Conjuração'''''. Você pode conjurar magias em formas superiores.
*'''''Defesa Natural'''''. Você recebe Redução de Dano igual ao seu bônus de proficiência/ dano verdadeiro.
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Você pode continuar na forma de fera por um número de horas igual à metade do seu nível de Xamã (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.
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While transformed, the following rules apply:
While transformed, the following rules apply:


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* Your game statistics are replaced by the beast's statistics, but you retain your alignment, personality, Intelligence, Wisdom, and Charisma scores, all of your skill and saving throw proficiencies, and you gain the creature's proficiencies. If the creature has the same proficiency as you and its stat block bonus is greater than yours, you use the creature's bonus in place of yours. If the creature has any legendary or lair actions, you can't use them.
* Your game statistics are replaced by the beast's statistics, but you retain your alignment, personality, Intelligence, Wisdom, and Charisma scores, all of your skill and saving throw proficiencies, and you gain the creature's proficiencies. If the creature has the same proficiency as you and its stat block bonus is greater than yours, you use the creature's bonus in place of yours. If the creature has any legendary or lair actions, you can't use them.
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* When you transform, you assume the creature's hit points and Hit Dice. When you revert to your original form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, all excess damage is carried over to your original form. For example, if you take 10 points of damage in beast form and have only 1 hit point left, you revert to your original form and take 9 damage. As long as the excess damage doesn't reduce you to 0 hit points, you don't fall unconscious.
* When you transform, you assume the creature's hit points and Hit Dice. When you revert to your original form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, all excess damage is carried over to your original form. For example, if you take 10 points of damage in beast form and have only 1 hit point left, you revert to your original form and take 9 damage. As long as the excess damage doesn't reduce you to 0 hit points, you don't fall unconscious.
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* You cannot cast spells, and your ability to speak or perform any action that requires hands is limited by the capabilities of the beast form you have assumed. However, transforming doesn't interrupt your concentration on a spell you've already cast, nor does it prevent you from taking actions that are part of the spellcasting, such as summoning lightning you've already cast.
* You cannot cast spells, and your ability to speak or perform any action that requires hands is limited by the capabilities of the beast form you have assumed. However, transforming doesn't interrupt your concentration on a spell you've already cast, nor does it prevent you from taking actions that are part of the spellcasting, such as summoning lightning you've already cast.


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* You retain the benefits of any features from Class, Origin, or other sources, and can use them if the new form is physically capable of doing so. However, you cannot use any of your special senses, such as darkvision, unless your new form also has that sense.
* You retain the benefits of any features from Class, Origin, or other sources, and can use them if the new form is physically capable of doing so. However, you cannot use any of your special senses, such as darkvision, unless your new form also has that sense.
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* You can choose whether your equipment drops to the ground at your feet, merges into your new form, or is used by it. Worn and carried equipment works as normal, but the Master decides what equipment is viable for the new form to wear or use, based on the creature's shape and size. Your equipment does not change shape or size to adapt to the new form, and any equipment the new form cannot wear must either fall to the ground or merge with it. Merged equipment will have no effect until you leave the form.
* You can choose whether your equipment drops to the ground at your feet, merges into your new form, or is used by it. Worn and carried equipment works as normal, but the Master decides what equipment is viable for the new form to wear or use, based on the creature's shape and size. Your equipment does not change shape or size to adapt to the new form, and any equipment the new form cannot wear must either fall to the ground or merge with it. Merged equipment will have no effect until you leave the form.
* You retain all of your runes, not receiving any runes that the transformed creature receives.


===Feral Tactics===
===Feral Tactics===