REMOVA OS ANÚNCIOS!
Apoiando através de https://apoia.se/arddhu a partir do tier de Apoiador, você pode navegar na wiki sem anúncios e ainda colabora com o projeto!
Antroplantae/en: mudanças entre as edições
Criou página com '* '''Yew tree.''' You can use the ''see the invisibile'' spell a number of times equal to half your proficiency bonus (rounded down) per long rest.' |
Criou página com '* '''Supernatural Charm.''' You can use your beauty to distract enemies or charm vendors to get discounts. You gain the spell ''charm person'', which you can cast a number of times equal to half your Charisma modifier per long rest (minimum 1) without spending Mana points. Charisma is your spellcasting attribute for this spell.' Etiquetas: Edição móvel Edição feita através do site móvel |
||
Linha 90: | Linha 90: | ||
Florals are beings that have an exceptional magical aptitude, however they end up being more vulnerable, Florals end up being more aggressive and violent with those who destroy their home, being able to poison or trap a creature in their territory forever. | Florals are beings that have an exceptional magical aptitude, however they end up being more vulnerable, Florals end up being more aggressive and violent with those who destroy their home, being able to poison or trap a creature in their territory forever. | ||
''Branch:'' A Floral can create a number of flower branches measuring up to 10x their proficiency bonus in feet per long rest. This branch can be used in many ways, as a rope or even as a whip of thorns. Using a bonus action, you can create the branch and detach it from your body or even keep it still connected to your body while using it as a whip. The created branch disintegrates after 24 hours and is vulnerable to fire spells. | |||
'' | |||
:''Whip:'' This whip deals 1d4 + your proficiency bonus in piercing damage, it's a weapon with the finesse property (you can't add Strength to this whip's damage) that you have proficiency with. | |||
:'' | |||
''Florescence:'' A Floral has unique ways of defending itself due to its nature. Choose one of the following: | |||
'' | |||
<div lang="pt-BR" dir="ltr" class="mw-content-ltr"> | <div lang="pt-BR" dir="ltr" class="mw-content-ltr"> | ||
Linha 106: | Linha 100: | ||
</div> | </div> | ||
* '''Supernatural Charm.''' You can use your beauty to distract enemies or charm vendors to get discounts. You gain the spell ''[[Enfeitiçar Pessoa/en|charm person]]'', which you can cast a number of times equal to half your Charisma modifier per long rest (minimum 1) without spending Mana points. Charisma is your spellcasting attribute for this spell. | |||
* ''' | |||
* '''Hallucinogenic Thorns.''' Enemies who attack you unarmed must pass a Constitution saving throw, on a failure the attacker loses all sense of reality and imagination, hallucinogenic creatures charge towards him. At the end of each turn, he can repeat the saving throw. Additionally, as an attack action, you can throw a spike up to 15 feet away. You must make a ranged attack, and you are considered to have proficiency with your spikes. | |||
* ''' | |||
* '''Poison Spores.''' When attacked, you can use your reaction to hurl poisonous gas at your enemy. Adjacent creatures must pass a Constitution saving throw, on a failed save creatures around it take the Poisoned condition and 1d4 poison damage per turn, at the end of each of the creature's turns it can repeat the saving throw to negate the condition. | |||
* ''' | |||
* '''Emperor's Flower.''' Your proficiency bonus is doubled for the effects of the “Vegetation” feature. | |||
* ''' | |||
* '''Iceflower.''' At first level, you may spend one Heritage point to choose the Iceborn Variant Heritage. Additionally, enemies that attack you unarmed must pass a Constitution saving throw, on a failure the attacker loses 15 feet of speed. At the end of each turn, he can repeat the saving throw. This effect is not self-cumulative. | |||
* ''' | |||
* '''Luminescence.''' You know the light and dancing lights cantrip. | |||
* ''' | |||
<div lang="pt-BR" dir="ltr" class="mw-content-ltr"> | <div lang="pt-BR" dir="ltr" class="mw-content-ltr"> |
Edição das 23h06min de 1 de janeiro de 2023
The Antroplantæ are an origin strongly linked to nature and plants, although they are also related to stones and the earth. In Runeterra life finds many ways to manifest itself through magic, it is not strange that unique forms often arise without being part of a broader origin or a structured species, they are unique members and as different as the branches of a tree.
Natural Constructs
Antroplantæ are sentient plants that move around. The exact reason why they are animated can vary greatly, some are as a response from nature to some threat, there are even cases where this can happen as an effect of a spell, whether it is wanted or not.
Antroplantæ generally resemble small trees or humanoids covered in flowers and thorns, most are tall and slender with disproportionate arms and legs. Their faces have eyes, nose and mouth and may have small twigs and leaves instead of hair. Each Antroplantæ closely resembles a specific type of tree or flower, such as lavender, chrysanthemums, oak, pine, etc. They breathe, talk, and can eat if they choose to, though most of them absorb nutrients by rooting at night. Depending on the type of plant they are based on, the leaves that make up their hair can change color or even fall off depending on the season.
Antroplantæ are considered Medium creatures for all purposes, but can grow to nearly 10 meters in height. They usually don't wear clothes. Non-anthroplantæ cannot distinguish between males and females.
Because of their connection to nature, encountering an Antroplantæ that uses metallic weapons, armor or tools is extremely rare. Most Antroplantæ have a savage fighting style or are spellcasters.
An Antroplantæ on the Move: Danger
The Antroplantæ are really rare and the mere sight of one is rumored and doubted. An Antroplantæ without its forest tends to travel long distances until it finds one that pleases it. If its plant friends have been destroyed by other creatures, a vengeful Antroplantæ may set out on an extreme journey to exact its revenge.
Antroplantæ Names
Antroplantæ names are usually given by their creators. In the rare case of someone who is the offspring of other Antroplantæ, the names are given by their parents, but usually the names are given by other people with whom they are in contact. It is more common for them to only have one name, that is usually related to their characteristics or something in nature.
Male Names: Maokai, Rhubarb, Twig, Skewer, Treebeard, Smartrunk, Floribeard
Female Names: Floripes, Daisy, Rosace, Violet, Rooth, Dahlia, Tulip, Amaryllis
Antroplantæ Origin Traits
Attributes: You can add 2 points to an attribute and 1 to a second attribute.
Heritage: You have 2 Origin Heritage points, see Chapter 5: Customization for the list of Heritages available. You gain 1 Origin Heritage point at levels 5, 9, 13 and 17.
Age: The life of Antroplantæ is something strange, while arboreals reach maturity between 8 and 15 years, Florals can reach maturity in 1 or 2 years. However, they can live for millennia depending on their lifestyle.
Size: An adult Antroplantæ Floral tends to have an average size between 1.5 to 2.1 meters, while an Arboreal can vary from 2.1 to 2.9 meters. You can choose between the sizes Small, Medium and Large.
Speed: Your base walking speed is 30 feet.
Past: Choose a Past. See Chapter 4: Detailing for the list of Pasts available.
Region: You have 1 Region Heritage point and 1 language from that region, you must choose your Region which will define where you grew up and much of how you see the world. You can see more about this in Chapter 11: Runeterra.
Languages: Antroplantæ can speak Sylvan. They can communicate with any tree of their own kind as if using the speak with plants spell.
Vegetation: Due to their nature, Antroplantæ have a Weakness to fire-related effects and have no need to eat, but must spend at least 4 hours a day in the sun and drink 5 liters of water a day, otherwise they gain 1 level of Exhaustion. Although they don't need to sleep, they must root themselves for at least 8 hours every night. While rooted they become immobile, though they can take light actions if necessary and are aware of their surroundings. Antroplantæ can only take root in sand, earth, mud, and gravel; they cannot take root in solid rock or a ground of worked stone. An Antroplantæ that fails to root for one night gains 1 level of Exhaustion and does not benefit from a long rest. During rooting, Arboreals have advantage on Deception checks to disguise themselves as a tree, as do Florals for vegetation.
- Non-Humanoids. Antroplantæ cannot be targeted by spells that affect Humanoids, such as charm person. However, they count as plants for spells that target plants, such as blight.
Lineages. You must choose one of the following strains:
Lineages
Arboreal
Arboreals are more robust beings when compared to Florals, their thick bark helps them to stay in combat for a long time, but they tend to help those who are good with their forest, such as watering the plants, fertilizing the soil, protecting the local life, etc.
Barkskin: An Arboreal cannot wear armor, however its bark provides natural defense. An Arboreal's AC equals 10 + their Dexterity modifier + Constitution modifier.
Fibers: Some Arboreals may have special properties because of the wood they are made of or the leaves they produce. These variations are not mandatory, but you can select one of the following:
- Oak. Even when unrooted, these Arboreals have advantage on any saving throw to resist forced movement. You count as a creature one category higher for the purposes of your carrying capacity, and your weight increases by 50%.
- Cedar. Once per long rest, you can cast the spell create sapling as a 1st-level spell, causing the sapling to deal 2d6 damage instead of 4d6, and its blast area becomes a 5 foot radius instead of 10. When you reach 5th level you can use it at 3rd level normally, and at 7th level you can cast it as a 4th level spell.
- Cherry Blossom. You can duplicate the effects of the 1st-level spell obscuring mist dropping all of your flowers at once, which form a sphere in a 20 feet radius from you. Once the Arboreal uses this ability, it cannot use it again in this way until it completes a long rest.
- Ebony. Your proficiency bonus is doubled for the effects of the “Vegetation” feature.
- Brambleback. You radiate heat, and your unarmed strikes take additional fire damage equal to your Constitution modifier. Additionally, once a year you can generate an Brambleback Seed.
- Fruitful. By rooting for 8 hours, you produce enough fruit for 4 daily rations.
- Elm. You know and can use the druidcraft and guidance cantrips.
- Petricite. Every spell cast within 5 feet of you heals you for a total of hit points equal to the spell's level.
- Willow. You can use the animal friendship spell, you cast it as a 2nd-level spell at your 3rd level, as a 3rd-level spell at your 5th level, and as a 4th-level spell at your 7th level.
- Sequoia. Add half your proficiency bonus to the damage of your unarmed attacks or those made by natural weapons. You count as a creature one category higher for the purposes of your carrying capacity, and your weight increases by 50%.
- Rubber Tree. When exposed to direct sunlight, you can use a Hit Dice to heal yourself as an action as long as you are not taking a short rest. You can also spend 1 Hit Dice to regenerate lost limbs.
- Yew tree. You can use the see the invisibile spell a number of times equal to half your proficiency bonus (rounded down) per long rest.
Floral
Florals are beings that have an exceptional magical aptitude, however they end up being more vulnerable, Florals end up being more aggressive and violent with those who destroy their home, being able to poison or trap a creature in their territory forever.
Branch: A Floral can create a number of flower branches measuring up to 10x their proficiency bonus in feet per long rest. This branch can be used in many ways, as a rope or even as a whip of thorns. Using a bonus action, you can create the branch and detach it from your body or even keep it still connected to your body while using it as a whip. The created branch disintegrates after 24 hours and is vulnerable to fire spells.
- Whip: This whip deals 1d4 + your proficiency bonus in piercing damage, it's a weapon with the finesse property (you can't add Strength to this whip's damage) that you have proficiency with.
Florescence: A Floral has unique ways of defending itself due to its nature. Choose one of the following:
Corpo Frágil. Um Floral devido a sua natureza frágil possui outras maneiras de se defender. Escolha uma no 1º nível e novamente no 4º:
- Supernatural Charm. You can use your beauty to distract enemies or charm vendors to get discounts. You gain the spell charm person, which you can cast a number of times equal to half your Charisma modifier per long rest (minimum 1) without spending Mana points. Charisma is your spellcasting attribute for this spell.
- Hallucinogenic Thorns. Enemies who attack you unarmed must pass a Constitution saving throw, on a failure the attacker loses all sense of reality and imagination, hallucinogenic creatures charge towards him. At the end of each turn, he can repeat the saving throw. Additionally, as an attack action, you can throw a spike up to 15 feet away. You must make a ranged attack, and you are considered to have proficiency with your spikes.
- Poison Spores. When attacked, you can use your reaction to hurl poisonous gas at your enemy. Adjacent creatures must pass a Constitution saving throw, on a failed save creatures around it take the Poisoned condition and 1d4 poison damage per turn, at the end of each of the creature's turns it can repeat the saving throw to negate the condition.
- Emperor's Flower. Your proficiency bonus is doubled for the effects of the “Vegetation” feature.
- Iceflower. At first level, you may spend one Heritage point to choose the Iceborn Variant Heritage. Additionally, enemies that attack you unarmed must pass a Constitution saving throw, on a failure the attacker loses 15 feet of speed. At the end of each turn, he can repeat the saving throw. This effect is not self-cumulative.
- Luminescence. You know the light and dancing lights cantrip.
- Nictinastia. Ao receber um dano que o deixaria abaixo de 1 ponto de vida mas não o mate instantaneamente, você se fecha em suas pétalas em um estado dormente e não recebe dano algum. Você fica nesse estado de dormência até alguém destruir suas pétalas ou até você recuperar toda sua vida. Enquanto estiver dormente, você não poderá se mover ou realizar nenhum tipo de ação ou reação. No começo de cada turno, você recupera seu bônus de proficiência + seu modificador de Constituição em pontos de vida até estar com metade dos seus pontos de vida máximos ou alguém destruir suas pétalas. Essas pétalas possuem 10 de CA e uma vida igual ao seu bônus de proficiência + seu modificador de Constituição. Essa habilidade se ativa sozinha apenas uma vez por descanso longo.
- Raízes Detectoras. Você pode se enraizar em um local que tenha terra, areia ou lama se concentrando por 10 minutos. Ao fazer isso você pode detectar uma quantidade de criaturas que esteja a até 1 milha de você, mas não pode dizer a espécie das criaturas. Você também sabe dizer se existe alguma região que está sendo afetada por magia dentro desse mesmo alcance. Essa habilidade só possui efeito se as criaturas ou magias estiverem em terra, lama ou areia, ou seja, você não pode detectar criaturas que estejam dentro ou acima de algo feito de pedra ou gelo.
- Sopro de Esporos. Você pode, uma vez por descanso longo, soprar seu estoque de pólen como uma arma ofensiva em formato de cone de 15 pés. Criaturas nessa área devem fazer uma salvaguarda de Constituição ou ficam Cegas por um número de turnos igual ao seu modificador de Constituição (mínimo de 1). Criaturas afetadas repetem a salvaguarda no início dos seus próximos turnos, encerrando a condição em um sucesso.
- Sopro Polinizador. Você pode, uma vez por descanso longo, soprar seu estoque de pólen como carga de energia curativa em formato de um cone de 15 pés, criaturas aliadas nessa área recuperam 1d4 + metade do seu modificador de Constituição (mínimo de 0) vezes o seu bônus de proficiência em pontos de vida.
Defesa Natural. A CA de um Floral é igual a 10 + seu modificador de Destreza + seu modificador de Sabedoria. A CD de um floral é igual a 8 + bônus de proficiência + seu modificador de Sabedoria.
Mente Única. Florais têm vantagem em salvaguardas contra magias que lhe dariam a condição Enfeitiçado.