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You know three 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 Acolyte table.
You know three 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 Acolyte table.


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====Mana====
====Mana====
The Acolyte 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 equal to the spell's level as explained in Chapter 10: Magic. You recover half your Acolyte level (minimum 1) + your Wisdom modifier in Mana Points upon completing a short rest and all your Mana Points upon completing a long rest.
The Acolyte 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 equal to the spell's level as explained in Chapter 10: Magic. You recover half your Acolyte level (minimum 1) + your Wisdom modifier in Mana Points upon completing a short rest and all your Mana Points upon completing a full rest.
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For example, if you want to cast the 1st-level spell ''cure wounds'' you must spend 2 Mana Points to cast it, but if you want to cast it as a higher-level spell, instead of the 2 points, you must spend an amount of Mana Points equal to the desired level, such as 3 points to cast it as a 2nd-level spell or 5 to cast it at 3rd-level.
For example, if you want to cast the 1st-level spell ''cure wounds'' you must spend 2 Mana Points to cast it, but if you want to cast it as a higher-level spell, instead of the 2 points, you must spend an amount of Mana Points equal to the desired level, such as 3 points to cast it as a 2nd-level spell or 5 to cast it at 3rd-level.
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==Quintessential Intervention==
==Quintessential Intervention==
After the 10th level, you can ask an entity that you worship to assist you in an arduous task. Begging for help requires an action. You need to describe what you're looking for and make a percentage dice roll. If the result is less than or equal to your Acolyte level, it will intervene. The GM chooses the nature of the intervention. The effect of any Acolyte spell or domain spell is appropriate as a result. If your entity intervenes, you are prevented from using this feature again for 7 days. Otherwise, you can use it again after finishing a long rest.
After the 10th level, you can ask an entity that you worship to assist you in an arduous task. Begging for help requires an action. You need to describe what you're looking for and make a percentage dice roll. If the result is less than or equal to your Acolyte level, it will intervene. The GM chooses the nature of the intervention. The effect of any Acolyte spell or domain spell is appropriate as a result. If your entity intervenes, you are prevented from using this feature again for 7 days. Otherwise, you can use it again after finishing a full rest.  
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At the 20th level, your intervention requests work automatically, without the need for a dice roll.
At the 20th level, your intervention requests work automatically, without the need for a dice roll.
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* '''''Cult of Nagakabouros'''''. On the Blue Flame Isles, the Buhru manifested the Spiritual Rite through a spiritual deity called Nagakabouros, an entity that values the natural flow of life and all that exists. The Cult of Nagakabouros' Spiritual Idol is an elder god idol, made of bronze, wood, and stone.
* '''''Cult of Nagakabouros'''''. On the Blue Flame Isles, the Buhru manifested the Spiritual Rite through a spiritual deity called Nagakabouros, an entity that values the natural flow of life and all that exists. The Cult of Nagakabouros' Spiritual Idol is an elder god idol, made of bronze, wood, and stone.


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===Blessing of the Spirit===
===Blessing of the Spirit===
Also at level 1, the spirit you follow has a more constant presence in your life. Using an action, you notice the presence of undead within 120 feet of you for 1 minute, you can also notice any form of stagnation of a spirit (such as targets of the immobilize person spell). You can use this trait a number of times equal to your Acolyte level + your Wisdom modifier (minimum of 1) per long rest.
Also at level 1, the spirit you follow has a more constant presence in your life. Using an action, you notice the presence of undead within 120 feet of you for 1 minute, you can also notice any form of stagnation of a spirit (such as targets of the immobilize person spell). You can use this trait a number of times equal to your Acolyte level + your Wisdom modifier (minimum of 1) per full rest.
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Additionally, you receive access to the spell list of the Mystery of Divination.
Additionally, you receive access to the spell list of the Mystery of Divination.
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Additionaly, you gain immunity to Plasma damage.
Additionaly, you gain immunity to Plasma damage.


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===Control the Winds===
===Control the Winds===
At level 20, the wind is under your command at all times. The '''control the winds''' spell is always prepared for you and does not count towards the maximum spells you can prepare per day. You can cast this spell as a 5th-level spell without expending mana points a number of times equal to your Wisdom modifier per long rest. In addition, allies have advantage on saving throws and checks to resist this spell's effects, and their attacks have no disadvantage for being in this spell's area.
At level 20, the wind is under your command at all times. The '''control the winds''' spell is always prepared for you and does not count towards the maximum spells you can prepare per day. You can cast this spell as a 5th-level spell without expending mana points a number of times equal to your Wisdom modifier per full rest. In addition, allies have advantage on saving throws and checks to resist this spell's effects, and their attacks have no disadvantage for being in this spell's area.
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