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Criou página com '===Curved Shot=== At 9th level, you learn how to direct an errant arrow at a new target. When you make an arrow attack with Runic Shot and miss, you can use a bonus action and reroll the attack roll against a different target within 60 feet of the original target.' |
Criou página com '===Runic Aegis=== At 13th level, you gain further benefits from your runic connection:' |
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When you reach 15th level, you learn to have greater synergy when using your spells and attacking. When you use your action to Cast a Spell of 1st level or higher, you can make an attack with your Runic Bow. | When you reach 15th level, you learn to have greater synergy when using your spells and attacking. When you use your action to Cast a Spell of 1st level or higher, you can make an attack with your Runic Bow. | ||
===Runic Charge=== | |||
At 17th level, you have greater control over your runic powers. When using your Runic Bow, you no longer need to use ammunition, instead you create arrows of pure energy that deal 1d8 additional damage, at the end of your turn the arrows fired disappear. | |||
===Death Arrow=== | |||
Upon reaching 20th level, you can channel the very essence of death into an arrow. You are able to make an Arrow of Death, the process to make this arrow takes 8 hours of uninterrupted work. A creature hit by this arrow must succeed on a DC 6 + your proficiency bonus + your Wisdom modifier Constitution saving throw or be killed immediately. This arrow only works with the Runic Archer who created it. This arrow's effect lasts for 48 hours and the archer can only have one of these at a time. When executing a target, she loses ownership. | |||
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Edição das 00h23min de 9 de setembro de 2023
A small fox runs without pretense across the sands of Great Sai, the coolness of the night drives it to spend its energy away from its protective mother, it passes through some heated rocks and its curiosity speaks louder than its survival instinct, being hit by a beam of purple light that immobilizes her while making her scream. The pain is immense for the small creature bathed in this energy that wants to manifest itself on land, the seconds that will decide its fate pass and unfortunately the little fox succumbs. Dark veins run through her body, pulsing blue and purple energy, modifying her body and giving her an increasingly frightening appearance, a tentacle emerges from her back and advances through her own head, spreading, ready to give birth to a creature from the Void. .
An arrow dark and silent as the night appears between the creature's eyes, causing a dark goo to leap from the fox's body and begin to release smoke, being corroded by the magic of the rune archer that frees the fox from a life of slavery and destroy that little piece of corruption that tried to invade Runeterra.
The hunter watches the mother fox from afar and through a whistle manages to signal her to flee that region. As the mother fox runs away with her cubs, he knows that he must report as soon as possible to his enclave and its leader Nidalee, the manifestation witnessed, it will probably be necessary to clean that region and close a portal, because there the Void managed to once again extend its tentacles.
The hunter is an expert at tracking and killing or even capturing his prey. Usually he dedicates himself to a specific creature or species, either because of a childhood trauma, or because of the feeling of fulfilling his duty or any other motivation. Relating to a specific region, hunters tend to be mildly parochial, fighting a threat that afflicts their territory. Although they are trained in various weapons, they are most often seen using bows and arrows, through which some channel their powers and potency.
Some hunters are notably opposed to urbanization and the agglomeration of human beings, believing that large groups tend to harm the balance of a region in terms of its fauna, flora, or even the spiritual or magical flow.
Other hunters are opponents of invaders, whether from other regions or even other dimensions, some of them are particularly persecutors of creatures from the Void, especially those who receive knowledge of what happened to Icathia in the past.
Usually stealthy and agile, hunters tend to be more skilled when removed from the urban environment, but in some cases they can be primarily urban, which can create some awkwardness for them in operating in wild spaces.
Whatever the hunter's primacy, he will still know how to operate in a different region, especially when chasing his prey, because when that happens, his primary instincts surface in a supernatural way, making him a fearsome predator.
The Enclaves
Although hunters normally act individually, they usually group together in enclaves, which are a group of hunters with some level of hierarchy among them, in which common objectives mean that they can operate together, often managing to resolve threats that they would not be able to individually.
The structure varies by enclave and region, while some have rigid and even ritualistic structures, others are merely an agreement between people fighting for the same cause.
These groups usually exist unconnected to any legal or constituted power, but often end up connecting to power or receiving support thanks to their valuable service.
Another function of enclaves is the exchange of experience between hunters, through contact with older hunters, often new generations are able to achieve even more success, as they benefit from the experience and wisdom of older hunters.
There are rumors of an enclave that has existed throughout Runeterra, since before the time of the three sisters in the Freljord, an enclave responsible for monitoring and stopping the threat of the Void, however perhaps enclave is not the most correct term for it, since this responsibility is taken by most hunters as their primary duty.
The Bow Preference
Hunters are often trained with many weapons, however, most of them primarily use the bow, keeping swords and daggers as secondary weapons. This is mainly due to their more stalking and sneaky nature, even though they can act on the front line, Hunters obtain greater advantages in battle when well positioned with a tactical advantage.
Another reason for the preferred use of the bow is its training, which tends to be focused more on agility than strength, since it is often more important for a Hunter to leave his prey alive, also remaining alive to warn others about threats.
Creating a Hunter
When you create a Hunter, consider how you were trained. Did a mentor teach you your skills as you traveled the forests of Valoran? Did you abandon your studies or was your mentor killed (perhaps by the same type of creature as your Favorite Enemy)? Regarding your Favorite Enemy, what made you hate this type of creature?
Quick Build
You can build a Hunter quickly by following these suggestions. First, put your highest ability score into Dexterity, followed by Wisdom. Second, choose the Exiled, Outsider or even Mercenary Background.
The Hunter | |
---|---|
Nível | Characteristics |
1º | Favored Enemy, Natural Explorer, Enclave |
2º | Primitive Consciousness |
3º | Fighting Style, Enclave Trait |
4º | Enhancement |
5º | Enclave Trait |
6º | Favored Enemy |
7º | Enclave Trait |
8º | Enhancement, Elusive Movement |
9º | Enclave Trait |
10º | Mimetry |
11º | Enclave Trait |
12º | Enhancement |
13º | Enclave Trait |
14º | Favored Enemy, Trump |
15º | Enclave Trait |
16º | Enhancement, Trump |
17º | Enclave Trait |
18º | Feral Senses |
19º | Enhancement, Trump |
20º | Enclave Trait |
Class Features
As a Hunter, you gain the following Class Features.
Hit Points
Hit Dice: 1d10 per Hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Hunter level
Proficiencies
Armor: Light armor, medium armor, buckler, light and heavy shields
Weapons: Simple and martial weapons
Craft: None
Saving Throws: Dexterity and Wisdom
Skills: Choose three from Athletics, Stealth, Insight, Investigation, Animal Handling, Nature, Perception, and Survival
Equipment
You start with the following equipment in addition to the equipment granted by your Past:
- (a) scale mail or (b) leather armor
- (a) two short swords or (b) two simple melee weapons
- (a) adventurer set or (b) dungeon explorer set
- A longbow and a quiver with 20 arrows
Favored Enemy
At 1st level, you've gained enough experience studying, tracking, hunting, and even speaking with a certain type of enemy commonly found in the wild.
Choose a Favored Enemy type: Celestials, Constructs, Dragons, Elementals, Spirits, Faeries, Beasts, Humanoids, Fiends, Undead, Plants, or Voidborn. You add 1.5 times your proficiency bonus to weapon damage rolls against creatures of the chosen type. For example, if your proficiency bonus is +3, you have a bonus to attack damage of 4 [3 + (3 ÷ 2 rounded down)]; if it is +6 the damage bonus would be 9 [6 + (6 ÷ 2 rounded down)].
In addition, you have advantage on Survival checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn a language of your choice that your Favored Enemy can speak or understand.
You can choose a new Favored Enemy when you reach the 6th and 14th Hunter levels, you can only choose one type of creature that you have already had experience with during your adventures to be your Favored Enemy. When you make this new choice, you gain an additional language that your new Favored Enemy can speak or understand.
Additionally, upon reaching 6th Hunter level, you have advantage in saving throws against spells, attacks and abilities used by a Favored Enemy.
Natural Explorer
You are a master of navigating the natural world and you react quickly and decisively when attacked. This grants you the following benefits:
- You ignore natural difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have advantage on your attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilds. You get the following benefits when traveling for an hour or more:
- Natural difficult terrain does not slow down group travel.
- Your party cannot get lost, except through magical effects.
- Even when you are engaged in another activity while traveling (such as foraging, navigating or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you search for food and water, you find twice as much food and water as you normally would.
- As you track other creatures, you also notice their exact number, their size, and how long ago they spent in the area.
Enclave
At 1st level, you choose to follow one of the Hunter Enclaves. Choose between the Friend of Beast Enclave, the Runic Archer's Hunting Master's Enclave, all detailed at the end of this Class's description. Your choice will grant you features at 1st level and again at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 20th levels.
Primitive Consciousness
Starting at 2nd level, as a bonus action you choose a favored enemy that you can see within 90 feet of you, marking it as your prey. For the next hour, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Perception or Survival checks made to find it.
If the target drops to 0 hit points before 1 hour, you can use a bonus action on your subsequent turn to mark a new target. You can take this action a number of times equal to your Wisdom modifier (minimum of 1) before taking a full rest.
Additionally, you can tune your senses to determine if any of your favorite enemies lurk nearby. By spending 1 uninterrupted minute in concentration (the same as when you are concentrating a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This trait reveals whether your favored enemies are present, their numbers, general direction, and the creatures' distance in miles from you. If there are multiple groups of your favored enemies within range, you acquire this information for each group.
Fighting Style
At 3rd level, you can adopt a specific fighting style as your specialty. If you can choose a new Fighting Style, you cannot choose the same style more than once. Choose one of the following options:
- Archery
- Your focus on your skill with the bow is exceptional, you constantly find yourself practicing shots trying to hit one arrow with another. When using this style you receive the following benefits using bow and arrow:
- You gain half your proficiency bonus on attack rolls made with a simple or ranged martial weapon.
- When you shoot an arrow that doesn't hit the target, you can retrieve it later.
- You can make attacks of opportunity on eligible targets (within your melee range) with ranged weapons without taking the penalty for making a ranged attack in melee.
- Defense
- Wearing armor gives you more security so you can enter combat. By using this style you receive the following benefits:
- While wearing armor, you gain half your proficiency bonus to DR/true damage and a +1 bonus to your AC.
- You can put on and take off armor in half the time it takes
- Duelism
- Using just one weapon in one hand gives you greater freedom to use your skill. When using this style, when you wield a melee weapon in one hand and no other weapons, you gain the following benefits:
- You gain +1 to your attack rolls with this weapon. This bonus increases by +1 at Hunter levels 8 and 16.
- You get +2 to your damage rolls with this weapon. This bonus increases by +2 at Hunter levels 8 and 16.
- Two-Weapons Fighting
- Your combat moves are even more dangerous when you use two weapons. By using this style you receive the following benefits:
- You receive a rank in Two-Weapon Fighting
- When you gain the Extra Attack trait, once per turn, you can make an additional attack with your secondary weapon.
Enhancement
When you reach 4th level and again at 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 from Chapter 5: Customization - Enhancements.
Elusive Movement
Starting at 8th level, you can use the Dash action as a bonus action on each of your turns, and you no longer provoke attacks of opportunity when you leave a hostile creature's reach.
Mimetry
Starting at level 10, you can remain immobile for extended periods of time to prepare an ambush.
When you attempt to Hide on your turn, you may choose not to move that turn. If you avoid moving, creatures that try to detect you have a −10 penalty on Perception checks until the start of your next turn. You lose this benefit if you move or become prone, either voluntarily or because of some external effect. You are automatically detected if any effect or action causes you to no longer be hidden.
If you are still hidden on your next turn, you can continue to remain immobile and gain this benefit until detected.
Trump
Starting at 14th level, you learn one Trump to use in combat. Each Edge uses an action, unless it says otherwise, some of them require a saving throw whose DC equals 8 + your proficiency bonus + your Wisdom modifier. You can use a number of Trumps equal to half your Wisdom modifier (minimum of 1) per long or full rest. Choose one of the following options:
- Communion with Nature. You use all your hunting experience to concentrate and analyze the terrain around you. If you are outdoors, you have a general understanding of the area within 3 miles of you. In caves or other enclosed spaces, the radius is limited to 300 feet. You do not have this knowledge in urban environments or dungeons. You can know up to 2 of the following information:
- Type of land and bodies of water
- Plants, minerals, animals and predominant people
- Influence from another Realm of Existence
- Constructions
- Conjure Volley. You can use this Trump to unleash your wrath. When you throw an ammunition, light weapon or thrown weapon into the air, you create multiple copies of the weapon or ammunition. Creatures in a 15-foot-radius, 30-foot-high cylinder within 60 feet of you must make a Dexterity saving throw. On a failed save, they take 6d8 damage from the same type as the weapon you copied.
- Storm of Blades. You can use this Asset to become a tempestuous force with your blades. For 1 minute, you gain +2 AC and double your number of melee attacks, in return all attacks made against you are made with advantage.
- Swift Quiver. For 1 minute, you enchant your quiver to create infinite ethereal ammunition. On each of your turns, until the Edge runs out, you can use a bonus action to make two attacks with a weapon that uses ammunition from a quiver. Each time you make such ranged attacks, your quiver magically replaces the ammunition you used with similar non-magical ammunition. Any ammunition created by this Asset disintegrates at the end of the duration. If the quiver is no longer with you, the feature ends prematurely.
- Vanish. You can use the Hide action as a bonus action on your turn, you cannot be found by nonmagical means unless you choose to leave a trail.
When you reach levels 16 and 19, you can choose an additional Trump.
Feral Senses
At 18th level, you gain supernatural senses that help you fight Unseen creatures. When attacking a creature you can't see, you take no disadvantage on attacks against it. You are aware of the location of any Invisible creature within 30 feet, you are aware of it as long as it is not hidden and you are not Blind or Deaf.
Enclave
In the jungles, there are hunters willing to protect nature or civilization from imminent dangers, but there are also those who just want the spoils of rare beasts.
Beast Friend's Enclave
Many Hunters are more at home in the wild than in civilization, to the point where animals consider them kin. Friends of Beasts develop a close bond with an animal, and can get along with wild beasts.
Animal Awareness
Starting at 1st level, your Hunter mastery allows you to establish a powerful connection with animals and the terrain around you.
You have an innate ability to communicate with animals that recognize you as a kindred spirit. Through gestures and sounds, you can communicate simple ideas to an animal, such as performing an action. You can read the beast's basic mood and intent, understanding its emotional state, whether it's affected by magic of any kind, its short-term needs (such as food or safety), and you can use an action (if necessary) to try to persuade him not to attack.
You can't use this feature against a creature you've attacked in the last 10 minutes. Additionally, you speak the Sylvanlanguage.
Animal Companion
At 3rd level, you are able to conjure an animal companion in the form of a Large or smaller beast that has a maximum Challenge Rating of 1. The beast has the statistics of a normal member of its species, with alterations that can be found in the Chapter 10: Magic - Familiars and Animal Companions.
Coordinated Attack
Starting at 5th level, you and your animal companion form a potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.
Cruel Combat
At 7th level, you adopt a combat style of your choice from one of the following:
- Natural Armor. You and your companion gain a +1 bonus to AC while not wearing medium armor, heavy armor, or wielding a shield.
- Beast of War. Your animal companion gains a +1 bonus on attack and damage rolls.
- Savages. You gain a +2 bonus to attack rolls while fighting your animal companion.
- Tenacity. You gain a +2 bonus to damage rolls with simple, martial, or natural weapons.
Beast's Iron Will
Starting at 9th level, your animal companion has advantage on all saving throws as long as it can see you.
Bestial Hurricane Attack
Starting at 11th level, your animal companion can use its action to make a melee attack against each creature of your choice within 5 feet of it, making a separate attack roll for each target.
Take Down!
Starting at 13th level, you can command your companion to fetch a target that is up to one size category larger than your companion or, if the target is heavy enough for your companion to carry.
Alternatively, your companion can attempt to Grab a target, adding your proficiency bonus to the check. If the target fails the save, the target is carried into an empty space within 5 feet of you. The time it takes to bring this target in is your companion's speed. If bringing the creature takes more than one turn, then the creature can reroll the check on its turn. If she succeeds, the creature is knocked prone, however, if she fails, the creature continues to be carried.
Spiritual Bond
At 15th level, your spirit merges with that of your animal companion. Now effectively one spirit in two bodies, you are intrinsically bound to each other, and any damage you take is taken by both. As long as your companion is in the same Realm of Existence as you, you gain the following benefits:
- You and your companion share a telepathic bond, being able to communicate regardless of distance, as long as you are in the same Realm of Existence.
- You and your companion have resistance to all types of damage.
- Whenever you take damage, your animal companion takes the same amount, and vice versa. This damage cannot be reduced by Spirit Link, and the damage does not trigger.
- While in combat, you and your companion regain 1 Hit Die at the end of each of your respective turns.
United Duo
Starting at 17th level, you and your beast gain battle tactics with each other. While you are within 5 feet of each other and a creature attacks one of you, the other can use the reaction to add their proficiency bonus to the AC of whoever is being attacked. Additionally, if you are within 5 feet of your beast and use the Grapple action, you can add your beast's Strength modifier to the check. If you or your beast have the Immobilizer Enhancement, this test is made with advantage.
Enemy Slayers
At 20th level, you become a peerless Hunter in conjunction with your partner. Once on each of your respective turns, you and your animal companion can add your Wisdom modifier to the attack and damage rolls you make. You can choose to use this feature before or after the turn, but before any turn effects are applied.
Runic Archer's Enclave
The power of the Global Runes permeates all of Runeterra, yet some existential forms, living and otherwise, seem to have a greater connection to them. Rune Archers are creatures that receive an influence from a rune due to several factors, from guarding areas affected by the presence of runes, to even being born in a region with them.
Spellcasting
Spellcasting Hunter | ||||
---|---|---|---|---|
Level | Known Cantrips |
Known Spells |
Mana Points |
Maximum Spell Level |
1º | 2 | - | - | - |
2º | 2 | - | - | - |
3º | 2 | 3 | 4 | 1º |
4º | 2 | 4 | 6 | - |
5º | 3 | 4 | 8 | - |
6º | 3 | 4 | 9 | - |
7º | 3 | 5 | 10 | - |
8º | 3 | 6 | 13 | 2º |
9º | 3 | 6 | 14 | - |
10º | 4 | 7 | 15 | - |
11º | 4 | 8 | 16 | - |
12º | 4 | 8 | 17 | - |
13º | 4 | 9 | 20 | 3º |
14º | 4 | 10 | 21 | - |
15º | 4 | 10 | 22 | - |
16º | 4 | 11 | 23 | - |
17º | 4 | 11 | 24 | - |
18º | 4 | 11 | 25 | - |
19º | 4 | 12 | 28 | 4º |
20º | 4 | 13 | 30 | - |
When you choose this Enclave at 1st level, you learn to use the magical essence of nature to cast spells. See Chapter 10 for general spellcasting rules and the list of Hunter spells.
Spell Lists
You gain access to the Hunter spell list. Through certain Heritages, Enhancements, or even through apprenticeship, you can learn new Spell Mysteries, granting you additional spell lists.
You cannot use another Class's spell list to learn or replace a spell when you level up in that Class.
Cantrip
You know two 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 Hunter Caster table.
Mana
The Spellcaster Hunter 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 corresponding to the spell's level as explained in Chapter 10: Magic. You regain your Wisdom modifier in mana points when you complete a long rest and all your Mana points when you complete a full rest.
For example, if you wanted to cast the 1st-level spell fog cloud you would have to spend 2 mana points to cast it, but if you wanted to cast it as a higher-level spell instead of the 2 points, you must spend an amount of mana corresponding to the desired level, such as 3 to cast it as a 2nd-level spell or 5 to cast it at 3rd level.
1st Level and Higher Spells Known
At 3rd level, you learn three 1st-level spells of your choice from the spell lists you have access to.
The Known Spells column in the Hunter Caster table shows when you learn more spells from these lists, of your choice. Each of these spells must be of a level equal to or lower than your Maximum Spell Level, as shown in the table. For example, when you reach 8th level in this Class, you can learn a new 1st- or 2nd-level spell.
Additionally, when you gain a level in this Class, you can choose a spell you know and replace it with another spell from a spell list you have access to, which must also be equal to or less than your Maximum Spell Level.
Spell Attribute
Wisdom is your attribute for spellcasting, as your magic comes from your attunement with nature. You use your Wisdom whenever a spell refers to your spellcasting attribute. In addition, you use your Wisdom modifier when setting the saving throw DC for Hunter spells you cast and when you make an attack roll with a Hunter spell.
Spell Focus
You can use your bow as a focus for casting your Hunter spells.
Archer Runes
At 3rd level, you learn to channel this runic influence through the following benefits:
- Runic Whisper. You direct some rune energy to perform some supernatural feats. You gain proficiency with Arcana or Nature, if you already have proficiency you gain specialty.
- Runic Bow. As an action, you can materialize your rune energy in the form of a short or longbow in an empty hand. Your Runic Bow has a +1 bonus on attack and damage rolls, and it deals incisive instead of piercing damage. Your Runic Bow disappears if it is more than 5 feet away from you for more than 1 minute, if you materialize that bow again, if you choose to dismiss it (no action required), or if you are reduced to 0 hit points. Alternatively, you can perform a 1-hour ritual to transform a magical longbow or shortbow to become your Runic Bow, you cannot transform an artifact or intelligent bow to become your Runic Bow. When you do, instead of that bow disappearing, it is transported to a pocket dimension of yours, reappearing in your hand when you use your action to cast the bow. You can repeat this ritual to break your bond with this magic bow or to replace your bond with another magic bow. If you die, the link is automatically broken. When the bond with a magic bow is broken, it is expelled from its pocket dimension and lands at your feet.
- Runic Shot. You can channel different effects into your shots. Upon gaining this feature, you learn two Runic Shot options of your choice, described at the end of this Class. Once per turn, when you fire an arrow from your Runic Bow as part of your Attack action, you may apply a Runic Shot option to that arrow. You must declare the use of Runic Shot before making the attack roll. You can use a Runic Shot 2 times per long or full rest. You gain a new Runic Shot option and 2 additional uses upon reaching 7th, 10th, 15th, and 18th Hunter levels.
Runic Acceleration
Upon reaching 5th level, when you use a Runic Shot, your body absorbs some of the remaining runic energy, allowing you to make an additional attack as part of the same Attack action.
Runic Adept
Starting at 7th level, your runic energy intensifies and grants you the following effects:
- Extra Attack. 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 Hunter level 13.
- Runic Mentality. Your connection to the runes has a powerful effect on your mind. You gain resistance to psychic damage.
Curved Shot
At 9th level, you learn how to direct an errant arrow at a new target. When you make an arrow attack with Runic Shot and miss, you can use a bonus action and reroll the attack roll against a different target within 60 feet of the original target.
Runic Impulse
At 11th level, using your reserves of spell power, you amplify your abilities for a short time. You can use your bonus action to activate one of the effects below. This effect lasts for 1 minute and only one of the effects can be active at a time.
- Arcane Vision. You can see in dim light up to 60 feet as if you were in light, and in darkness as if you were in dim light. Penumbra has no disadvantage on your Perception checks, and you have advantage on Dexterity saving throws.
- Runic Shooter. You have advantage on attack rolls, and your attacks deal an additional 1d8 runic damage. Once you use this feature, you must finish a full rest before using it again.
- Runic Shield. You gain a +2 bonus to AC.
Runic Aegis
At 13th level, you gain further benefits from your runic connection:
- Runic Saving Throw. Once per long or full rest, when you are the target or are in the area of effect of a spell and you fail the saving throw, you can use your reaction to reroll the saving throw, you must use the new result.
- Runic Archery. When rolling initiative, if you have no use of Runic Shot, you regain one use.
Bend Magic
When you reach 15th level, you learn to have greater synergy when using your spells and attacking. When you use your action to Cast a Spell of 1st level or higher, you can make an attack with your Runic Bow.
Runic Charge
At 17th level, you have greater control over your runic powers. When using your Runic Bow, you no longer need to use ammunition, instead you create arrows of pure energy that deal 1d8 additional damage, at the end of your turn the arrows fired disappear.
Death Arrow
Upon reaching 20th level, you can channel the very essence of death into an arrow. You are able to make an Arrow of Death, the process to make this arrow takes 8 hours of uninterrupted work. A creature hit by this arrow must succeed on a DC 6 + your proficiency bonus + your Wisdom modifier Constitution saving throw or be killed immediately. This arrow only works with the Runic Archer who created it. This arrow's effect lasts for 48 hours and the archer can only have one of these at a time. When executing a target, she loses ownership.
Além disso, seu modificador de Sabedoria na CD de seus Disparos Rúnicos é dobrado e todos os ataques feitos com seu Arco Rúnico causam metade do seu nível de Caçador como dano rúnico adicional.
Enclave do Mestre da Caça
Alguns Caçadores procuram se tornar mestre no uso de armas para proteger melhor a civilização do terror dos ermos. Mestres da Caça aprendem técnicas de combate para usar contra as mais terríveis ameaças, de ursines enlouquecidos, hordas de voidlings, imponentes colossos e terríveis dragões.
Presa do Caçador
No 1º nível, você passa a priorizar um tipo de ameaça, moldando a forma como você caça. Escolha uma das seguintes opções:
- Assassino de Gigantes. Quando uma criatura Grande ou maior, que você possa ver e que esteja a até 5 pés de você o tiver como alvo de um ataque, você pode usar sua reação para atacar aquela criatura imediatamente após esse ataque, você pode realizar isso apenas uma vez por rodada.
- Exterminador de Aparições. Você é capaz de ver criaturas etéreas mesmo que elas estejam invisíveis. Você aprende a falar um idioma entre: demoníaco, espiritual ou feérico. Adicionalmente, seu primeiro ataque no turno causa 1d8 de dano adicional contra ínferos, espíritos ou feéricos.
- Matador de Colossos. Sua tenacidade pode derrubar a maioria dos inimigos mais fortes. Quando você atingir uma criatura com uma arma, a criatura recebe 1d8 de dano adicional se ela estiver com menos que o máximo de pontos de vida dela. Você pode causar esse dano adicional apenas uma vez por rodada.
- Rompedor de Hordas. Uma vez em cada um dos seus turnos, quando você realizar um ataque com arma, você pode realizar outro ataque com a mesma arma contra uma criatura diferente que esteja a até 5 pés do alvo original e dentro do alcance da sua arma.
Ao alcançar o nível 12, você pode escolher uma nova opção.
Táticas de Tamanho
Começando no 3º nível, você aprende a usar o tamanho de uma criatura contra ela mesma. Você tem vantagem em salvaguardas de Destreza contra uma criatura que seja de uma categoria de tamanho maior que a sua. Além disso, se o efeito da salvaguarda Destreza permitir que você receba metade do dano em um sucesso, você não sofre nenhum, no entanto, você ainda sofre o dano total em uma falha.
Ataque Extra
No 5º nível, Você pode atacar duas vezes, ao invés de uma, quando usar a ação Atacar durante o seu turno.
Táticas Defensivas
No nível 7, você ganha uma das seguintes características à sua escolha:
- Defesa Contra Ataques Múltiplos. Quando uma criatura acertar você com um ataque, você ganha +4 de bônus em sua CA contra todos os ataques subsequentes daquela criatura pelo resto do turno.
- Precisão do Vigia. Caso você esteja a mais de 20 pés de um Inimigo Favorito, você adiciona o dobro do seu modificador de Sabedoria a suas jogadas de dano.
- Vontade de Aço. Você tem vantagem nas salvaguardas contra ficar Amedrontado ou Enfeitiçado.
Variar Ataques
A partir do 9º nível, você pode escolher uma técnica na lista abaixo:
- Armas Fortalecidas. Você reduz sua margem de crítico em 1 em todos os seus ataques com arma. Por exemplo, caso seja 20 se tornará 19, se for 19 se tornará 18. Sempre que você atinge seu Inimigo Favorito com um ataque de arma, você causa 1 dado de dano adicional. Ao escolher essa característica novamente, ela aumenta em mais um dado, porém não diminui sua margem de crítico.
- Ataque Visceral. Se você acertar uma criatura Atordoada ou Contida com um ataque de arma corpo a corpo, seu ataque será considerado um acerto crítico.
- Defesa Veloz. Desde que você não esteja utilizando uma armadura pesada ou escudo, você pode adicionar seu bônus de proficiência à sua CA, esse bônus conta como Defesa Aprimorada.
- Domínio Tático. Você recebe uma Técnica de Combate do Combatente à sua escolha, desde que atenda aos pré-requisitos da mesma.
- Esfaqueamento Incapacitante. Ao fazer um ataque corpo a corpo que cause dano perfurante simples ou mágico sem desvantagem, você pode impor desvantagem nesse ataque para reduzir o deslocamento do alvo em 15 pés por 1 minuto caso o atinja.
- Tiro de Oposição. Se uma criatura está prestes a fazer um ataque corpo a corpo contra você e você tem uma arma de longo alcance pronta para fazer um ataque à distância, você pode gastar uma reação para fazer um ataque de oportunidade contra aquela criatura. Se o seu ataque acertar, o ataque corpo a corpo daquela criatura é cancelado. Se a criatura for até uma categoria de tamanho maior ou menor que a sua, ela deve fazer uma salvaguarda de Força contra a jogada de ataque que você fez ou fica Atordoada até o final do seu próximo turno.
Ao alcançar os níveis 14 e 17, você pode escolher uma nova técnica. Você não pode escolher uma técnica mais de uma vez, a não ser que ela diga o contrário.
Ataques Múltiplos
No 11º nível, você ganha uma das seguintes características à sua escolha:
- Ataque Giratório. Você pode usar sua ação para realizar um ataque corpo a corpo contra qualquer número de criaturas a até 5 pés de você, você utiliza a mesma jogada de ataque para todos os alvos.
- Saraivada. Você pode usar sua ação para realizar um ataque à distância contra qualquer número de criaturas a até 10 pés de um ponto que você possa ver, dentro do alcance da arma. Você precisa ter munição para cada alvo e você realiza uma jogada de ataque para cada alvo.
Caça Aprimorada
No 13º nível, ao combater um inimigo, você pode utilizar sua experiência de caça se tornando capaz de tornar uma criatura qualquer em um inimigo favorito temporariamente. Ao causar dano a um alvo, você pode utilizar sua ação bônus para tornar esse alvo um inimigo favorito por um número de rodadas igual ao seu modificador de Sabedoria. Você pode utilizar essa característica um número de vezes igual a metade do seu bônus de Proficiência por descanso pleno.
Defesa Superior do Caçador
No 15º nível, você ganha uma das seguintes características à sua escolha:
- Esquiva Sobrenatural. Quando um atacante que você possa ver te acertar com um ataque, você pode usar sua reação para receber apenas metade do dano.
- Evasão. Você pode esquivar-se agilmente de certos efeitos em área, como o sopro flamejante de um dragão infernal ou uma magia tempestade glacial. Quando você for alvo de um efeito que exija uma salvaguarda de Destreza para sofrer metade do dano, você não sofre dano algum se passar, e somente metade do dano se falhar.
- Manter-se contra a Maré. Quando uma criatura hostil errar um ataque corpo a corpo contra você, você pode usar sua reação para forçar aquela criatura a repetir o mesmo ataque contra outra criatura a até 5 pés, à sua escolha.
Ao atingir o 19º nível, você pode escolher uma nova característica.
Leve como o Vento
No 17º nível, sua margem de crítico é reduzida em 1 e seu deslocamento de caminhada aumenta em uma quantidade igual a 5 pés multiplicado pelo seu modificador de Destreza ou Sabedoria (o que for maior), desde que você não esteja usando armadura média, pesada ou empunhando um escudo.
Aniquilador
Ao atingir o 20º nível, você aprendeu tudo que é possível para favorecê-lo contra seu Inimigo Favorito. Seus ataques contra seus Inimigos Favoritos possuem vantagem, sua margem de crítico é reduzida em 1 e a categoria de dado de dano de sua arma aumenta em um. Além disso, todo dano causado a um Inimigo Favorito é dobrado.
Opções de Disparo Rúnico
O recurso de Disparo Rúnico permite que você faça escolhas em determinados níveis. Todas as opções abaixo são consideradas efeitos mágicos. Se uma opção exigir salvaguarda ou teste, o Disparo Rúnico tem CD 8 + seu bônus de proficiência + seu modificador de Sabedoria.
- Agarramento. Ao atingir um alvo com essa flecha, trepadeiras venenosas envolvem seu alvo. A criatura atingida sofre 1d6 de dano venenoso adicional, seu deslocamento é reduzido em 10 pés e sempre que utilizar seu deslocamento em seu próprio turno, o alvo sofre 2d6 de dano cortante. As trepadeiras duram por 1 minuto ou até você usar essa opção novamente. O alvo ou qualquer criatura a até 5 pés dele pode utilizar sua ação para realizar um teste de Atletismo, removendo as trepadeiras em um sucesso. Ao atingir o 11º nível de Caçador, o dano dessa opção se torna mágico e no 18º nível de Caçador, tanto o dano lacerante quanto o letífero se tornam 4d6.
- Banimento. Ao atingir um alvo com essa flecha, você pode tentar banir temporariamente seu alvo para um local inofensivo no Reino Espiritual. O alvo atingido deve realizar uma salvaguarda de Carisma, sendo banida em uma falha. Enquanto banida dessa forma, o deslocamento do alvo se torna 0 e ele está Incapacitado. No final de seu próximo turno, o alvo reaparece no lugar em que estava ou no espaço desocupado mais próximo, se o espaço dela estiver ocupado. Ao atingir o 18º nível de Caçador, o alvo atingido também sofre 2d6 de dano rúnico adicional.
- Buscadora. Ao utilizar essa opção, você pode imbuir sua flecha com magia para que ela persiga seu alvo, não necessitando realizar uma jogada de ataque. Ao fazer isso, você deve escolher um alvo que você tenha visto no último minuto, sua flecha irá perseguir esse alvo, contornando cantos e paredes, ignorando meia cobertura e três quartos de cobertura. Se o alvo estiver dentro do alcance máximo de seu arco e houver um espaço grande o suficiente para que sua flecha passe por ele, o alvo deve realizar uma salvaguarda de Destreza. Em uma falha, o alvo sofre o dano de seu arco + 1d6 de dano energético e você descobre a posição atual do alvo. Em um sucesso, o alvo sofre metade do dano. Ao atingir o 11º nível de Caçador, o dano energético se torna rúnico e no 18º nível de Caçador, o dano se torna 2d6.
- Elétrica. Ao atingir um alvo com essa flecha, eletricidade percorre o corpo do alvo. A criatura atingida sofre 1d6 de dano elétrico adicional e não pode realizar mais do que um ataque por turno nem realizar reações até o início de seu próximo turno. Ao atingir o 11º nível de Caçador, o dano elétrico se torna plásmico e no 18º nível de Caçador, o dano se torna 4d6.
- Enfraquecimento. Ao utilizar essa opção, você pode imbuir sua flecha com magia para enfraquecer seu alvo. Caso atinja uma criatura com essa flecha, o alvo sofre 2d6 de dano necrótico adicional e deve realizar uma salvaguarda de Constituição. Em uma falha, o alvo fica Enfraquecido e o dano de todos os seus ataques com arma é reduzido pela metade até o início de seu próximo turno. Ao atingir o 18º nível de Caçador, o dano se torna 4d6.
- Explosão. Ao atingir um alvo com essa flecha, a energia armazenada na mesma detona em um raio de 10 pés a partir do alvo atingido. Todas as criaturas na área devem realizar uma salvaguarda de Constituição. Em uma falha, uma criatura afetada recebe 2d6 de dano energético. Seu alvo falha automaticamente nessa salvaguarda. Ao atingir o 11º nível de Caçador, o dano energético se torna rúnico e no 18º nível de Caçador, o dano se torna 4d6.
- Flamejante. Ao atingir um alvo com essa flecha, chamas percorrem o corpo de seu alvo. A criatura atingida sofre 1d6 de dano ígneo adicional e fica Chamuscado até que uma criatura utilize sua ação para apagar as chamas, o alvo Chamuscado dessa maneira sofre 1d6 de dano ígneo por turno. Ao atingir o 11º nível de Caçador, o dano ígneo se torna incinerante e no 18º nível de Caçador, tanto o dano adicional quanto o dano de Chamuscado se tornam 4d6.
- Glacial. Ao atingir um alvo com essa flecha, uma zona gélida se forma ao redor do alvo. A criatura atingida sofre 1d6 de dano gélido adicional e o terreno a 5 pés ao redor do alvo se torna terreno difícil até o final de seu próximo turno, criaturas em cima dessa área, no início de cada um de seus turnos, devem realizar um teste de Acrobacia ou ficarão Caídas. Ao atingir o 11º nível de Caçador, o dano gélido se torna glacial e no 18º nível de Caçador, o dano se torna 4d6.
- Perfurante. Ao utilizar essa opção, você pode imbuir sua flecha com energia etérea, não necessitando realizar uma jogada de ataque. Ao fazer isso, você dispara sua flecha em uma linha de 30 pés de comprimento e 1 pé de largura a partir de você, a flecha atravessa inofensivamente objetos sólidos, ignorando qualquer tipo de cobertura. Criaturas nessa linha devem realizar uma salvaguarda de Destreza. Em uma falha, uma criatura afetada sofre o dano de seu arco + 1d6 de dano incisivo adicional ou apenas metade do dano em um sucesso. Ao atingir o 18º nível de Caçador, o dano se torna 4d6.
- Retorno. Ao utilizar essa opção, você pode iludir a mente de seu alvo temporariamente, você deve escolher você ou um aliado a até 30 pés da criatura atingida. Ao atingir um alvo com essa flecha, a criatura recebe 2d6 de dano psíquico adicional e deve realizar uma salvaguarda de Sabedoria. Em uma falha, o alvo fica Enfeitiçado pelo aliado escolhido por uma quantidade de turnos igual a metade do seu bônus de proficiência. O alvo pode repetir a salvaguarda no começo de seu turno para encerrar essa condição. Adicionalmente, essa condição é encerrada prematuramente caso o aliado escolhido atacar o alvo Enfeitiçado. Ao atingir o 18º nível de Caçador, o dano se torna 4d6.
- Sombria. Ao utilizar essa opção, você imbui sua flecha com energia das sombras. Uma criatura atingida por essa flecha sofre 2d6 de dano sombrio adicional e deve realizar uma salvaguarda de Sabedoria. Em uma falha, o alvo se torna incapaz de ver qualquer coisa que esteja além de 5 pés de distância até o início de seu próximo turno. Ao atingir o 18º nível de Caçador, o dano se torna 4d6.