5 835
edições
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!
(Criou página com 'The Runic Shot feature allows you to make choices at certain levels. All of the options below are considered magical effects. If an option requires a save or check, Runic Shot is DC 8 + your proficiency bonus + your Wisdom modifier.') |
(Criou página com '* '''Grabbing'''. When hitting a target with this arrow, poisonous vines envelop your target. The creature hit takes an additional 1d6 poison damage, its speed is reduced by 10 feet, and whenever it uses its speed on its own turn, the target takes 2d6 slashing damage. Vines last for 1 minute or until you use this option again. The target or any creature within 5 feet of it can use its action to make an Athletics check, removing the vines on a success. Upon reaching 11th...') |
||
Linha 560: | Linha 560: | ||
The Runic Shot feature allows you to make choices at certain levels. All of the options below are considered magical effects. If an option requires a save or check, Runic Shot is DC 8 + your proficiency bonus + your Wisdom modifier. | The Runic Shot feature allows you to make choices at certain levels. All of the options below are considered magical effects. If an option requires a save or check, Runic Shot is DC 8 + your proficiency bonus + your Wisdom modifier. | ||
* '''Grabbing'''. When hitting a target with this arrow, poisonous vines envelop your target. The creature hit takes an additional 1d6 poison damage, its speed is reduced by 10 feet, and whenever it uses its speed on its own turn, the target takes 2d6 slashing damage. Vines last for 1 minute or until you use this option again. The target or any creature within 5 feet of it can use its action to make an Athletics check, removing the vines on a success. Upon reaching 11th Hunter level, the damage from this option becomes magical and at 18th Hunter level, both the laceration and lethal damage become 4d6. | |||
* ''' | * '''Banishing'''. Upon hitting a target with this arrow, you can attempt to temporarily banish your target to a harmless location in the Spirit Realm. The target hit must make a Charisma saving throw, being banished on a failure. While banished in this way, the target's speed becomes 0 and they are Incapacitated. At the end of your next turn, the target reappears where it was or in the nearest unoccupied space if its space is occupied. Upon reaching 18th level Hunter, the target hit also takes an additional 2d6 runic damage. | ||
* ''' | * '''Seeking'''. By using this option, you can imbue your arrow with magic so that it chases its target, not needing to make an attack roll. When doing this, you must choose a target that you have seen in the last minute, your arrow will chase that target, going around corners and walls, ignoring half cover and three quarter cover. If the target is within your bow's maximum range and there is a large enough space for your arrow to pass through it, the target must make a Dexterity saving throw. On a failed save, the target takes your bow damage + 1d6 force damage, and you learn the target's current location. On a success, the target takes half damage. Upon reaching 11th level Hunter, the energy damage becomes runic, and at 18th level Hunter, the damage becomes 2d6. | ||
* ''' | * '''Electric'''. When hitting a target with this arrow, electricity courses through the target's body. The creature hit takes an additional 1d6 lightning damage and can't make more than one attack per turn or take reactions until the start of its next turn. Upon reaching 11th level Hunter, the lightning damage becomes plasmic, and at 18th level Hunter, the damage becomes 4d6. | ||
* ''' | * '''Weakening'''. By using this option, you can imbue your arrow with magic to weaken your target. If you hit a creature with this arrow, the target takes an extra 2d6 necrotic damage and must make a Constitution saving throw. On a failed save, the target is Weakened and the damage of all its weapon attacks is halved until the start of your next turn. Upon reaching 18th Hunter level, the damage becomes 4d6. | ||
* ''' | * '''Explosion'''. When hitting a target with this arrow, the energy stored in the arrow detonates in a 10-foot radius from the target hit. All creatures in the area must make a Constitution saving throw. On a failed save, an affected creature takes 2d6 force damage. Your target automatically fails this saving throw. Upon reaching 11th Hunter level, the energy damage becomes runic and at 18th Hunter level, the damage becomes 4d6. | ||
* ''' | * '''Flaming'''. When you hit a target with this arrow, flames course through your target's body. The creature hit takes an additional 1d6 fire damage and becomes Scorched until a creature uses its action to put out the flames, the target Scorched in this way takes 1d6 fire damage per turn. Upon reaching 11th Hunter level, the fire damage becomes incinerating and at 18th Hunter level, both the bonus damage and Scorch damage become 4d6. | ||
* ''' | * '''Glacial'''. When you hit a target with this arrow, an icy zone forms around the target. The creature hit takes an additional 1d6 cold damage and the terrain within 5 feet of the target becomes difficult terrain until the end of its next turn. Creatures in that area must make a saving throw at the start of each of their turns. Acrobatics or they will fall. Upon reaching 11th Hunter level, the cold damage becomes glacial and at 18th Hunter level, the damage becomes 4d6. | ||
* '''Glacial'''. | * '''Drilling'''. When using this option, you can imbue your arrow with ethereal energy, without needing to make an attack roll. As you do so, you fire your arrow in a line 30 feet long and 1 foot wide from you, the arrow harmlessly passing through solid objects, ignoring any kind of cover. Creatures in this line must make a Dexterity saving throw. On a failure, an affected creature takes damage from your bow + an additional 1d6 slashing damage, or just half as much damage on a success. Upon reaching 18th Hunter level, the damage becomes 4d6. | ||
* ''' | * '''Return'''. When using this option, you can temporarily deceive your target's mind, you must choose yourself or an ally within 30 feet of the targeted creature. When hitting a target with this arrow, the creature takes an extra 2d6 psychic damage and must make a Wisdom saving throw. On a failed save, the target is Charmed by the chosen ally for a number of turns equal to half your proficiency bonus. The target can repeat the saving throw at the start of its turn to end this condition. Additionally, this condition ends prematurely if the chosen ally attacks the Charmed target. Upon reaching 18th Hunter level, the damage becomes 4d6. | ||
* ''' | * '''Darkening'''. By using this option, you imbue your arrow with shadow energy. A creature hit by this arrow takes an extra 2d6 dark damage and must make a Wisdom saving throw. On a failed save, the target becomes unable to see anything beyond 5 feet away until the start of its next turn. Upon reaching 18th Hunter level, the damage becomes 4d6. | ||
* ''' | |||