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Criou página com 'Channeling the force of the shifting tectonic plates beneath you, whether to punish one person or two, is how you channel this Wrath. You must grapple a target within your reach. On a successful save, you strike them, dealing the damage from your unarmed strike + your Proficiency bonus in d6 additional damage. Alternatively, you can attempt to grapple two targets within your reach to bash their heads together. On a successful save, those creatures must make a Constitutio...' |
Criou página com '===Spiritual Resistance=== ''Prerequisites: Runescarred, level 17 and Constitution 19 or higher''' |
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===Spiritual Resistance=== | |||
''Prerequisites: Runescarred, level 17 and Constitution 19 or higher'' | |||
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Edição das 18h02min de 18 de setembro de 2024
The Brute is a primordial manifestation of the fury of nature and the elements, an unstoppable force that manifests with its fury the grace of life or the imminence of death. Through Wraths, he expresses an essence of stormy fury or his volcanic rage. But make no mistake, the Brute does not only represent the elements out of control, but also the destruction caused by them.
Brute |
Berserker |
Runescarred |
Brawler |
Wraths in Alphabetical Order |
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Absorb the ImpactPrerequisites: Level 15 and Constitution 15 or higher Execution: Reaction Through this Wrath you channel the strength of the rocks, gaining resistance beyond the ordinary. When you are the target of an attack, you can use your reaction to temporarily increase your AC until the start of your next turn. When you do so, you receive a bonus equal to half your Constitution modifier to your AC. If the creature that attacked you cannot overcome your AC, you can move 15 feet toward the creature and, if it is within range of your attack, you can make a melee attack against the creature. |
Runic AdrenalinePrerequisites: Runescarred and Constitution 15 or higher This Wrath is always active, consuming 1 use of your Wrath. Through this Wrath, you channel the magical energy that flows around you, temporarily gaining a rush of energy. Whenever you use a cantrip that deals damage, you can make an additional melee attack that turn. You can also spend 2 life points, in addition to the point spent to use the cantrip, to maximize the cantrip's damage. At 5th level, this additional cost becomes 3 life points, at 11th level it becomes 4, and at 17th level it becomes 5, reflecting how potent the converted life energy is. |
Blood ArmorPrerequisites: Berserker, level 8 and Constitution 17 or higher This Wrath is always active, consuming 1 use of your Wrath. Channeling your Wrath through your own wounds and life essence allows you to mount an unexpected defense. Once per combat, when you are Raging and have less than half your maximum hit points, you gain your proficiency bonus multiplied by twice your Constitution modifier in temporary hit points that last for 1 minute or until consumed. |
Barrage of BlowsPrerequisites: Level 12 and Strength and Constitution 15 or higher Execution: 1 attack By channeling this Wrath, your blows become the very manifestation of natural forces. You can perform a sequence of up to 3 consecutive melee attacks on a creature within range of your unarmed strike or your weapon, each attack after the first receives -5 on its attack roll and on its damage rolls cumulatively. You must make a single attack roll against the creature, if you hit it, it must make a Constitution saving throw. On a failure, the creature receives an additional effect related to the type of damage taken:
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Unstoppable BrutalityPrerequisites: Level 17 and Constitution 20 or higher Execution: Bonus Action or Reaction No one should mess with your mind or limit your body; those who try must suffer their punishment. You can use a bonus action or reaction when targeted by an attack, spell, rune, or sutra to become immune to all conditions until the end of your next turn (except Exhaustion, Invisibility, Bleeding, or Silenced). At the end of the duration, you gain 1 point of Exhaustion. |
Coagulate ManaPrerequisites: Runescarred and level 8 Execution: Bonus Action Find the right lines, at the right depth When using this Wrath, your next spell has its Mana and life cost halved (minimum of 1). |
Deep CutPrerequisites: Berserker, level 8 and Strength 15 or higher Execution: Bonus Action You channel the force of the slashing winds through your Wrath. When you use this Wrath, your next attack with a melee weapon that deals slashing damage this turn leaves the target Bleeding, causing 2d8 Bleeding. |
BumpPrerequisite: Brawler Execution: Bonus Action An Avalanche's Wrath is channeled through your movement. When using this Wrath, you must move up to half your walking speed. If there is a creature at the end of your movement, it must make a Dexterity saving throw. On a failed save, the creature takes the damage from your unarmed strike + your proficiency bonus in d6 additional damage and is knocked prone. |
Shield of FuryPrerequisites: Berserker and Constitution 17 or higher Execution: Bonus Action You are able to channel the Wrath of the Rocks, becoming extremely resilient. When using this Wrath, you gain resistance to all simple damage for the next minute. |
Excessive StrengthPrerequisites: Brawler and Strength 15 or higher Execution: 1 attack You channel the natural power of volcanoes, hurricanes, or tidal waves, unleashing an attack of pure force. You strike in front of you, condensing the air into a 15-foot cone; each creature in that area must make a Strength saving throw. On a failed save, the affected creature takes 4d6 + the damage from your unarmed strike + your Brute level bludgeoning damage, or half as much on a successful one. At 10th level as a Brute, this damage becomes crushing. |
Strengthen the MindPrerequisites: Runescarred and Wisdom 13 or higher This Wrath is always active, consuming 1 use of your Wrath. Your Wrath strengthens your physical existence, fortifying your body against spiritual attacks. You have resistance to spiritual damage. |
FrenzyPrerequisite: Berserker This Wrath is always active, consuming 1 use of your Wrath. This Wrath is channeled through your strikes, invoking the sensation of being in the middle of a lightning storm! You can enter a frenzy while in Rage. If you wish, while in Rage, you can use a bonus action to make a single melee weapon attack on each of your turns. At the end of the duration of Rage, you gain 1 point of Exhaustion. |
Battle RagePrerequisite: Berserker This Wrath is always active, consuming 1 use of your Wrath. Your Wrath is like lightning in a storm. You gain a charge of Wrath for each attack you land, up to a maximum of 5. Each charge reduces your critical strike range by one, up to a natural 15. When you score a critical strike with your modified critical strike range, you add 1d6 times half your proficiency bonus to the damage, and the timer resets. If you go a turn without a successful attack, the timer resets. |
Earth WavesPrerequisites: Brawler, level 17 and Strength 20 or higher Execution: Action You direct the force of the earth and rocks through this Wrath, pushing hostile creatures within 15 feet of you in one direction. You can push a maximum of creatures whose combined weight is no greater than your Push, Drag, or Lift ability (see Chapter 7: Using Each Ability). A pushed creature must make a Strength saving throw; on a failed save, it is pushed up to 15 feet in the designated direction, is knocked prone, and takes damage from your unarmed strike. Each target hit that collides with a wall, tree, or other solid object or creature must make a Constitution saving throw, and if a target collides with another creature, it must make a Dexterity saving throw. On a failed Constitution or Dexterity saving throw, the creature is Incapacitated until the end of its next turn and gains its proficiency bonus on d10 bludgeoning damage. |
Spinning StrikePrerequisite: Dexterity 13 or higher Execution: Action The Hurricane's Wrath is channeled through your arms, creating a deadly zone where your weapon can strike the same target multiple times. When using this Wrath, you begin to rotate your melee weapon until the start of your next turn, each creature that is within range of your weapon or that enters it must make a Dexterity saving throw. On a failed save, the creature takes the damage from your attack, or half as much damage on a successful one. At the end of this duration, your next attack has disadvantage. While swinging your weapon in this manner, you cannot take actions or reactions, and your movement speed is reduced to 10 feet. |
Nefarious BlowsPrerequisites: Level 12 and Constitution 15 or higher This Wrath is always active, consuming 1 use of your Wrath. By channeling the Wrath of natural cycles, you are able to reap the lives of your opponents. When using the Attack action with a melee weapon or an unarmed strike, if your first attack in a turn hits, you can make another attack that turn. If you hit all attacks made in a turn, you receive your Proficiency bonus in Hit Points. |
RisingWrathPrerequisites: Level 15 and Constitution 17 or higher This Wrath is always active, consuming 1 use of your Wrath. Through your wounds, your Wrath blossoms into more powerful attacks. When you take damage from a target (effects like Bleed or Scorched only count once), until the start of your next turn, your first successful attack against that target deals your Rage damage as bonus damage. |
Furious ThrowPrerequisites: Brawler and Strength 15 or higher Execution: Action You focus the fury of the rocks through this Wrath. You can rip a huge rock from the ground, or any other heavy object within your reach, making a throw in a line 30 feet from you, stopping at the first target it hits. It must make a Dexterity saving throw, taking 4d8 + your Brute level bludgeoning damage on a failed save, additionally, if the creature is up to one size category larger than you it is also knocked prone. On a successful save, the projectile continues to travel along the line until it hits a target that fails the save or reaches its maximum range, whichever comes first. |
PulverizePrerequisites: Brawler, level 8 and Strength 17 or higher Execution: 1 attack The terrifying force of earthquakes is channeled through this Wrath. You make an unarmed strike on the ground at your feet, and each creature on the ground within 5 feet of you must make a Dexterity saving throw. On a failed save, the creature gains your proficiency bonus on d8 bludgeoning damage and is Incapacitated with 0 feet of movement for the next minute, and can repeat the saving throw at the start of each of its turns to end this effect. Additionally, this area becomes difficult terrain. |
Fist of DestructionPrerequisites: Brawler, level 8 and Strength 15 or higher Execution: 1 attack The explosion of a rapid breaking free of a dam is channeled through this Wrath. You make an unarmed strike against a single target, it must make a Dexterity saving throw. On a failed save, the target receive your proficiency bonus in d6 as additional damage and is Incapacitated with 0 feet of movement for the next minute, and can repeat the saving throw at the start of each of their turns to end this effect. |
Lightning ForcePrerequisites: Brawler, level 8 and Strength 15 or higher Execution: 1 attack The energy of the lightning is channeled through this Wrath, piercing through enemies. You make an unarmed strike in a 15-foot line from you; creatures in that line must make a Strength saving throw. On a failed save, the target receives your bonus d4 additional damage and is Incapacitated with 0 feet of movement for the next minute, and can repeat the saving throw at the start of each of your turns to end this effect. |
Lightning MovementThis Wrath is always active, consuming 1 use of your Wrath. The randomness of lightning striking in a thunderstorm is channeled through this Wrath. Your speed is increased by 15 feet while you are not wearing heavy armor. Additionally, you do not make attacks of opportunity, and while you are not wearing armor, your AC increases by +1. Face of NaturePrerequisite: Strength 15 or higher Execution: Action You channel the terror you feel when faced with a natural disaster, whether it’s an erupting volcano, a massive tidal wave, or even a thunderstorm. Each hostile creature that can see you must make a Wisdom saving throw. On a failed save, the creature is Frightened by you for the next minute and has disadvantage on checks to resist or escape your Grab. A creature that fails this saving throw can repeat it at the start of each of its turns to end this effect. On a successful save, the creature has advantage on its next saving throws to resist this Wrath for the next 24 hours. |
Protected by the ElementsPrerequisites: Runescarred and Constitution 13 or higher This Wrath is always active, consuming 1 use of your Wrath. This Wrath channels the protection of the sky, land, and sea. You have advantage on saving throws to resist extreme cold, heat, or altitude. |
Tectonic ShockPrerequisites: Brawler and Strength 13 or higher Execution: 1 attack Channeling the force of the shifting tectonic plates beneath you, whether to punish one person or two, is how you channel this Wrath. You must grapple a target within your reach. On a successful save, you strike them, dealing the damage from your unarmed strike + your Proficiency bonus in d6 additional damage. Alternatively, you can attempt to grapple two targets within your reach to bash their heads together. On a successful save, those creatures must make a Constitution saving throw. On a failed save, they take the damage from your unarmed strike + your Proficiency bonus in d6 additional damage and are Stunned until the end of your next turn. |
Spiritual ResistancePrerequisites: Runescarred, level 17 and Constitution 19 or higher Execução: Ação Bônus Você consolida sua existência física canalizando a Ira da permanência da terra e das rochas. Você recebe um avanço na resistência a todos os tipos de danos elementais e espirituais pelo próximo minuto. |
Resistência PlenaPré-requisitos: Berserker, nível 17 e Constituição 19 ou maior Execução: Ação Bônus A Ira das Montanhas é canalizada para sua proteção. Você recebe resistência a todos os tipos de danos físicos e elementais pelo próximo minuto. |
Runa da ReintegraçãoPré-requisitos: Cicatrizes Rúnicas, nível 12 e Sabedoria 15 ou maior Execução: Ação Bônus Você canaliza o fluxo e contrafluxo das energias naturais através dessa Ira. Ao utilizar essa Ira, sua próxima magia de alvo único que cause dano recupera pontos de vida igual ao dano causado. |
Runa de DomínioPré-requisitos: Cicatrizes Rúnicas e Constituição 15 ou maior Essa Ira está sempre ativa, consumindo 1 uso de suas Iras. Você pode canalizar a Ira das forças mais primitivas, tornando seus ataques verdadeiras manifestações dessas forças. Uma vez por turno, ao causar dano com um ataque corpo a corpo, você pode utilizar essa Ira e conjurar uma magia que tenha tempo de conjuração de 1 ação, que cause dano, contra o mesmo alvo. |
Empuxo do TufãoPré-requisitos: Lutador e Força 17 ou maior Execução: Ação A força do vendaval é canalizada nessa Ira, transformando seu adversário em uma frágil folha ao vento. Você se move 15 pés em direção a um alvo, caso fique adjacente a ele você deve realizar um Agarrão nele. Caso obtenha sucesso, você salta com o alvo, se movendo 10 pés na direção que você se moveu anteriormente, causando 2d6 de dano contundente multiplicado pelo seu modificador de Força (mínimo de 1). No final dessa movimentação, o alvo deve realizar uma salvaguarda de Constituição, em uma falha ele fica Incapacitado até o final do seu próximo turno. Caso haja criaturas em um raio de 5 pés do final desse salto, elas devem realizar uma salvaguarda de Destreza. Em uma falha, elas sofrem seu bônus de proficiência em d6 de dano contundente. Você não consegue saltar com um alvo caso ele exceda sua capacidade de Empurrar, Arrastar ou Levantar (veja o Capítulo 7: Usando Cada Atributo). |
Vantagem NuméricaPré-requisitos: Berserker ou Lutador e Sabedoria 15 ou maior Execução: Reação Essa Ira canaliza o poder dos raios, que são ainda mais perigosos quando atacam juntos. Ao acertar um ataque em um alvo, você pode marcá-lo como uma presa para seus aliados, que passam a ter vantagem nas jogadas de ataque corpo a corpo realizadas contra essa criatura hostil enquanto ela estiver a até 5 pés de você. |
Retomada NaturalPré-requisitos: Berserker e nível 12 Execução: Ação Bônus A Ira da natureza retomando o que é seu, corrigindo o curso de rios destruindo tudo em seu caminho. Por um número de rodadas igual ao seu bônus de Proficiência, seu primeiro ataque com uma arma corpo a corpo bem sucedido recupera pontos de vida iguais a metade do dano causado. |
Resposta de ZéfiroPré-requisitos: Cicatrizes Rúnicas e Sabedoria 13 ou maior Execução: Ação Bônus Os ventos da mudança atendem ao chamado de sua Ira. Você conjura a magia lufada de vento sem gasto de Mana ou vida. Ao conjurar essa magia dessa maneira, criaturas na linha possuem desvantagem na salvaguarda e, em uma falha, após serem empurradas, ficam Caídas. |
Presença DesesperadoraPré-requisitos: Carisma 11 ou maior Execução: Ação Bônus Essa Ira canaliza o temor de se enfrentar a força dos desastres naturais. Cada criatura hostil que esteja a até 30 pés de você que possa vê-lo ou ouvi-lo deve realizar uma salvaguarda de Sabedoria. Em uma falha, a criatura possui desvantagem para atacar outras criaturas que não sejam você pelo próximo minuto e deve realizar uma salvaguarda de Sabedoria cada vez que tentar se mover para um espaço que esteja a mais de 30 pés de você, não podendo se mover para esse espaço em uma falha, porém, caso obtenha sucesso essa Ira não restringe o movimento do alvo neste turno. A ira termina prematuramente em uma criatura se você terminar seu turno a mais de 30 pés dela. |