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== Risen ==
== Risen ==


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The half-Azakan and half-Kanmei are very close because the difference between a sense of mission and obsession is quite tenuous. The Spectrals, on the other hand, end up returning to the physical world in a different way, without the intercession of Kanmei or Azakanas, often through other even more powerful entities such as Nagakabouros, potent magical substances such as Cage-Fish liquid or even through pure magic, be it Spiritual or Celestial.
Os meio Azakana e meio Kanmei são bem próximos pois a diferença entre um senso de missão e obsessão é algo bem tênue. Já os Espectrais, acabam por retornar para o mundo físico de uma forma diferente, sem a intercessão de Kanmei ou Azakanas, muitas vezes através de outras entidade ainda mais poderosas como Nagacáburos, substâncias mágicas potentes como o líquido de Peixe-Jaula ou mesmo através de magia pura, seja ela Espiritual ou Celestial.
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Edição das 22h43min de 29 de setembro de 2024

This Article is in accordance with the version 0.94 of Runarcana RPG


Although members of a species are similar to each other, external or even genetic factors can oftenly present certain members of that origin with a huge divergence within what is general for that species.

The Variants are Heritages that describe certain members that were modified by some factor, be it genetic or magical, or even in some magical way that affects genetics.

These members are usually visibly different from other members of their species, either because they are exaggerated in size or even because they have some characteristic that is clearly not standard for that species.

Each Variant costs one Heritage Point, but you can only choose one of them. Humans can choose up to 2 Variants. These Heritages can only be chosen by specific Origins, check the List of Heritages by Origin to find out which Variants can be chosen by your character.

Amphibian

Whether you have a connection with a Marai ancestor in your blood, because you were built with that in mind, or even because you are from a family of Yordles who has adapted to life underwater, you can breathe both under it and on land. You receive the following modifiers:

  • You can breathe underwater, and you take no penalty for underwater combat.
  • Your swimming speed increases by an amount equal to half your proficiency bonus times 5, in feet, and you take no penalty from difficult terrain composed of water.
  • You are proficient with the net, spear and trident.

This Heritage can be chosen a second time only at character creation, granting the following modifiers:

  • You gain 30 feet of darkvision underwater. If you already have, you add those 30 feet.
  • You have advantage on Dexterity saving throws against being Grappled or Restrained.

Colossus

You are unusually large for your species, dwarfing most of those around you. You receive the following modifiers:

  • Your size for carrying capacity purposes and weight you can push, drag or lift counts as one category above
  • Your melee attacks deal 1 additional damage, in contrast, your clothing, armor, and weapons cost 50% more, rounded up.

This Heritage can be chosen a second time only at character creation, granting the following modifiers:

  • Your size increases by one category
  • You gain the Size Adjustments described in Chapter 9: Combat Creature Size
  • All of your clothes, weapons, and armor cost twice as much.
Note: Large-sized creatures have several social difficulties such as entering establishments, finding clothes, in addition to having a higher expenditure on food and hardly finding mounts.

Iceborn

You have the strength of the Iceborn in your blood, an experiment carried out by the Frozen Watchers on the Freljordians in the past, but which still runs rampant today. You gain the following modifiers:

  • You gain resistance to frigid weather and weakness to psychic attacks.
  • You ignore levels of exhaustion caused by prolonged exposure to freezing temperatures.
  • You can use True Ice more easily.

This Heritage can be chosen a second time only during character creation, granting the following modifiers:

  • You make checks to use true ice with advantage.
  • You gain Cold Damage Reduction equal to your proficiency bonus

Half-Vastaya

You are the offspring of a “forbidden” relationship between a human and a Vastaya, a relationship that is considered taboo by both species. If you are already a Vastaya, you cannot choose a variant heritage from the same tribe as yours. When choosing a tribe of ancestry, you receive the following modifiers:

Half-Oovi-kat

Your Vastaya Heritage has brought out an Oovi-Kat trait in you.

Sho'ma's Heritage. Using an action and making a DC 17 Transformation roll, you can change some minor aspect of your appearance, such as hair or eye color, while retaining a number of different traits equal to your Proficiency bonus. Additionally, a number of times equal to your Proficiency bonus per full rest, you can make this Transformation roll to transform into a different being, feel emotions, and glimpse part of that being's recent memory. Transforming into another creature requires 2 minutes of observation, to feel its emotions and a glimpse of its recent memories requires observation for at least 10 minutes. These recent memories are sensations and images about what happened in the last hour, before you try to understand its memories. When in another form, you retain all of your traits. On a success, you assume that creature's appearance for a maximum of 10 times your Proficiency bonus in minutes. This transformation requires Concentration.

Half-Marai

Your Vastaya heritage has brought out a Marai trait in you:

Heritage of the Deep. You can breathe on land as well as in water, and combat underwater does not inflict movement penalties or disadvantages on you. While underwater, you have darkvision of 60 feet. Additionally, a number of times equal to your Proficiency bonus per full rest, you can use your action to trigger a sonar blast, unleashing a 10-foot cone that deals 1d4 + half your proficiency bonus + your Constitution modifier thunder damage. All creatures within range must make a Constitution saving throw with DC 8 + your proficiency bonus + your Constitution modifier or take that damage. On a success, they only take half that damage. Deaf creatures have advantage on this saving throw.

Half-Shimon

Your Vastaya heritage has brought out a Shimon trait in you:

Simian Heritage. You can reroll a failed Strength, Dexterity or Constitution check a number of times equal to half your proficiency bonus per full rest. Additionally, your unarmed strikes have their damage increased by one category.

Half-Fauhwoon

Your Vastaya heritage has brought out a Fauhwoon trait in you:

Protector Heritage. You have a smaller pair of horns than the Fauhwoon. The horns deal 1d4 + your Strength modifier in bludgeoning damage. Additionally, whenever you heal or otherwise protect an ally using an action or a bonus action, your next melee attack's damage increases by one on the scale and deals your proficiency bonus as additional damage.

Half-Ottrani

Your Vastaya heritage has brought out an Ottrani trait in you:

Stellar Heritage. As an action, you can heal a creature within 30 feet of you by spending a Hit Dice, doing so you take half the amount healed as damage to yourself (this damage cannot be reduced or mitigated). You can spend an amount of dice equal to half your proficiency bonus per full rest. Additionally, you can touch a creature within 5 feet of you to heal it for a number of hit points equal to half your proficiency bonus + half your Wisdom modifier. You can use this ability a number of times equal to half your Proficiency bonus per full rest.

Half-Kiilash

Your Vastaya heritage has brought out in you a Killash trait:

Predatory Heritage. You have claws and fangs that can be used as weapons, and you are proficient with both. Your claws deal 1d4 + half your proficiency bonus + your Dexterity or Strength modifier slashing damage, and your bite deals 1d6 + half your proficiency bonus + your Strength modifier piercing damage. Additionally, you see in dim light up to 30 feet as if it were bright light and in the dark as if it were dim light. You cannot discern colors in the dark, only shades of gray.

Half-Lhotlan

Your Vastaya heritage has brought out in you a Lhotlan trait:

Aerial Heritage. When performing high jumps, you can jump a number of times equal to up to 3 + one and a half times your Strength modifier (minimum of 1) feet in height. Additionally, you can use a bonus action to create 1 sharp feather and use it as a dagger, dealing your Proficiency bonus as additional damage to attacks you make with it. You can do this a number of times equal to half your Proficiency bonus per full rest. You may keep a number of Plumdaggers equal to your Proficiency bonus.

Technological Progression

Your body has been altered through irreversible procedures. While you were originally a normal member of your origin, your body has now been altered through some process. You gain the following modifiers:

When choosing this Heritage, you must choose between possessing a power source, a Hex Core or a Chemical Source, your choice will determine the benefits you have:

Hex Core. You possess a power source from a hextech crystal found somewhere within your body.
  • Variety of Enhancements. Choose 1 item from the Tech Variant Perks list.
Chemtech Source. You have a power source that comes from a chemtech liquid found somewhere in your body.
  • Variety of Enhancements. Choose 2 items from the Tech Variant Advantages list and 1 item from the Tech Variant Disadvantages list.

You can choose this Variant more than once to choose a new energy source, granting you all of its features.

Advantages of the Technological Variant

  • Climbing Adaptation. You gain a climbing speed equal to your walking speed.
  • Underwater Adaptation. You can breathe both air and water, and you gain a swimming speed equal to your walking speed.
  • Integrated Weapon. Technologically-enhanced creatures can replace a limb of their body with a melee or ranged weapon that is in your starting equipment, you use that weapon normally. This perk can be chosen more than once.
  • Natural Weapons. You have claws that can deal 1d8 + your Strength modifier slashing damage, and fangs that can deal 1d6 + your Strength modifier piercing damage.
  • Ink Sac. You can use an action to make a special ranged attack to blind a creature in your line of sight within 15 feet of you if it fails a DC 12 Dexterity saving throw. If you are able to make multiple attacks with the Attack action, this attack replaces one of them. Creatures that don't need sight are unaffected by this attack, and affected creatures must use an action to wipe off the ink. This skill works differently underwater: As a bonus action, you can create a heavy area of obscuration in a 5-foot radius of you. Once you use this ability, you can't use it again until you finish a short or long rest. You can select this ability multiple times.
  • Carapace. Your skin has additional coverage. When you take damage other than spiritual and true damage, you decrease the damage taken by an amount equal to your proficiency bonus. You do not lessen damage taken through conditions.
  • Adaptive Defense. As a bonus action, you send a command to your core, causing it to emit a field that shields you from attacks for 1 minute. When sending the command you must direct it to physical or magical attacks, the chosen type of attack has disadvantage against you. You can use this feature a number of times equal to your Proficiency Bonus per Full Rest.
  • Chromatic Epidermis. You have advantage on Stealth checks you make to hide. Additionally, while unarmored, you can attempt to hide even without light or heavy cover, as long as you remain stationary.
  • Maneuver Hook. You have a hook attached to a 60-foot long metal line. As an action, you can fire the grappling hook at a surface within range, latching onto it. Additionally, as a bonus action, you can break free and leap to a target within 15 feet of you, making a melee attack against that target.
  • Frozen Age. Your physical age may not match the years you've lived, unlike a normal human.
  • Robotic Limb. You have 1 mechanical upper limb somewhere on your body and you have control over it normally. This advantage can be chosen more than once for additional members.
  • Patagium. You have membranes that act like fins and can be used like wings to slow your fall or allow you to glide. If you take a fall and are not Incapacitated, you can subtract up to 100 feet from the fall damage calculation, you can also move 2 feet forward for every 1 foot you are falling.
  • Intoxicating Skin. Any creature that grabs you or comes into direct contact with your skin must pass a DC 12 Constitution saving throw or be Intoxicated for 1 minute. An Intoxicated creature that is no longer in contact with your skin can repeat the saving throw at the end of its turn, ending the effect on a success.
  • Metallic Protection. You have coated your skin with a metallic alloy that grants you natural protection. As long as you are not wearing any armor, your AC equals 13 + your Dexterity modifier.
  • Superior Sense. Technologically Enhanced creatures have advantage on Perception checks through hearing, smell or sight.
  • Darkvision. Your eyes have been replaced by cameras with the ability to adapt to darkness. You see in dim light up to 30 feet as if it were bright light and in the dark as if it were dim light. You cannot discern colors in the dark, only shades of gray.

Disadvantages of the Technological Variant

  • Breathing Apparatus. You have trouble breathing normally, and you need a device to help you with this vital process. If your device breaks or you are without it, you have disadvantage on Constitution saving throws related to breathing. You use only half your Constitution modifier rounded down, if the value is positive, to hold your breath and when suffocating. The device is waterproof, and if it breaks, it takes 1 hour of work and a successful DC 10 check using Inventor's Tools to fix it.
  • Pipes and Smoke. You have pipes coming out of your body and smoke comes out of them. When you roll a Stealth check, you have disadvantage due to the smoke from the pipes.
  • Death Face. You suffered an accident, whether or not resulting from your modification, causing a facial deformity. You have disadvantage on Persuasion and Deception checks.
  • Madness. You suffered a trauma upon awakening from your modification. You make a roll and gain a madness effect from the Permanent Madness table. Additionally, together with your Master, you must define a trigger that reminds you of your trauma. When exposed to this trigger, the Master may ask you to roll on the Short- or Long-term Madness table. You gain an effect for the duration of the table.
  • Shapeshifter. Your appearance is very different from that of a human, whether you are a human with animal characteristics or an animal with human characteristics.
  • Voice Modulator. You are unable to speak, so you use a device that replaces your voice. You have disadvantage on Performance checks related to your voice.
  • Bloodlust. You have an obsession with blood, whether to consume it, smell it in the air, or simply a strong desire to spill more and more blood. You have a very sensitive sense of smell to detect blood. When coming into contact with a quantity of blood, the Master may ask once a day for a Wisdom saving throw DC following the table. On a failure, you lose control and the Master assumes control of your character as any other NPC for up to 10 minutes
Amount of Blood DC
10ml to 100ml 5
101 ml to 1L 10
1.1L to 10L 15
10.1L or more 20
  • Overload. If you roll a 1 on the die, roll another d20. If you roll a number lower than 7, you gain 1 level of exhaustion.
  • Chemtech Tubes. You have several tubes attached to your body, making you vulnerable to certain attacks. When you receive a critical hit, you become Weakened until you spend 1 action repairing the damage to the tubes.

Risen

The half-Azakan and half-Kanmei are very close because the difference between a sense of mission and obsession is quite tenuous. The Spectrals, on the other hand, end up returning to the physical world in a different way, without the intercession of Kanmei or Azakanas, often through other even more powerful entities such as Nagakabouros, potent magical substances such as Cage-Fish liquid or even through pure magic, be it Spiritual or Celestial.

Você pode escolher essa Herança no momento de criação de seu personagem ou caso você morra em níveis mais altos, caso seu Mestre permita. Ao escolhê-la em níveis mais altos, você deve abdicar de uma de suas Heranças e substituí-la por essa. Escolha entre se tornar um Espectral, Meio-Azakana ou Meio-Kanmei, recebendo os seguintes modificadores:

Espectral

A vida aconteceu. Mas a sua chegou a um fim, com isso, alguma forma de energia necromântica foi capaz de trazer você de volta, seja por uma obsessão, seja por um senso de justiça. Você ainda tem contas a acertar mas graças à energia do mundo dos mortos, você acabou por retornar como um Espectro. Você recebe as seguintes características:

  • Você pode falar o idioma Ochnum.
  • Resiliência das Sombras. Você é imune a doenças naturais e envenenamento, recebe apenas metade do valor com magias e efeitos de cura, você recebe absorção a dano necrótico e resistência a dano venenoso, porém, tem vulnerabilidade a dano radiante, armas de ouro e de prata.
  • Você passa a ser afetado por magias, habilidades ou qualquer outro efeito que funcione em mortos-vivos. Habilidades de classe como Expulsar e Destruir Mortos-vivos do Acólito do Rito Espiritual possuem suas regras modificadas para você como descrito abaixo.

Expulsar e Destruir Mortos-Vivos. Como são mortos-vivos, os espectros são suscetíveis a magias que afetem esse tipo de criatura, isso inclui o Eflúvio responsável por Expulsar ou Destruir Mortos-Vivos, no entanto a mecânica para isso é levemente diferente.

Para a característica Expulsar Mortos-Vivos do Acólito do Rito de Espiritual, se falhar na salvaguarda, ao invés de fugir da melhor maneira possível, você apenas fica Amedrontado perante quem usou a habilidade e evitará se aproximar dela.

Para a característica Destruir Mortos-Vivos do Acólito do Rito Espiritual, se falhar na salvaguarda, você recebe dano baseado no ND que habilidade poderia destruir de acordo com a tabela abaixo.

Tabela de Dano por Destruir Mortos-Vivos
Destrói Mortos-vivos de ND Dano Recebido
1/2 ou menor 1d10 de dano radiante
1 ou menor 2d10 de dano radiante
2 ou menor 3d10 de dano radiante
3 ou menor 4d10 de dano radiante
4 ou menor 5d10 de dano radiante

Essa Herança pode ser escolhida uma segunda vez a partir do 5º nível, concedendo os seguintes modificadores:

  • Alternância. Utilizando uma ação, você pode se mover através de outras criaturas e objetos como se fossem terreno difícil. Por 1 minuto você se torna imune a ataques não mágicos e ainda é capaz de conjurar magias, mas se torna incapaz de realizar ataques físicos. Se você encerrar seu turno dentro de uma criatura ou objeto, você recebe 1d10 de dano energético e é empurrado para o espaço desocupado mais próximo. Você só pode realizar essa ação um número de vezes igual ao seu bônus de Proficiência por descanso longo.
  • Você recebe apenas metade do dano causado por Destruir Mortos-Vivos

Meio-Azakana

Você morreu. Mas algo no mundo dos espíritos mexeu com sua existência e a sua essência, fazendo com que parte dela se mesclasse à de uma criatura do mundo espiritual, um Azakana. Uma entidade maligna que preda nas emoções mais terríveis dos seres vivos. Embora você tenha se tornado parcialmente uma criatura ínfera, isso não significa que você se tornou maligno. Você recebe as seguintes características:

  • Você pode ler, escrever e falar o idioma Demoníaco.
  • Resiliência Ínfera. Você possui resistência à dano ígneo e necrótico, caso já possua resistência a um desses danos, você recebe imunidade ao invés disso. Além disso, você possui vulnerabilidade a dano radiante, armas de ouro e de prata.
  • Você passa a ser afetado por magias, habilidades ou qualquer outro efeito que funcione em ínferos.

Essa Herança pode ser escolhida uma segunda vez apenas durante a criação do personagem, concedendo os seguintes modificadores:

  • Aura de Medo. Sua mera presença pode aterrorizar outras criaturas. Utilizando uma ação, você pode criar uma aura ao seu redor em um raio de 30 pés centrado em você, essa aura dura por até 1 minuto ou até que você fique Incapacitado. Criaturas que estejam nessa área, iniciem seu turno dentro dela ou entrem nela devem realizar uma salvaguarda de Sabedoria CD 10 + seu bônus de proficiência + metade do seu nível de personagem. Em uma falha, a criatura estará Amedrontada por você até o final da duração dessa aura. Uma criatura afetada pode repetir a salvaguarda no início de cada um de seus turnos para encerrar essa condição. Em um sucesso, a criatura ficará imune a esse efeito pelo próximo minuto. Você pode utilizar essa habilidade um número de vezes igual ao seu bônus de Proficiência por descanso pleno.
  • Você não possui mais você vulnerabilidade a dano radiante.

Meio-Kanmei

Seu espírito ascendeu. O mundo dos espíritos é um terreno complexo, por vezes algumas pessoas chegam a ele após seu desencarne, mas uma motivação maior e nobre faz com que seu senso de dever não os deixe descansar. Espíritos bondosos, Kanmei, podem se aproximar de você e perceber em sua missão a sinceridade e a bondade, cedendo parte de sua essência para que você retorne ao mundo físico e cumpra seu papel. Você recebe as seguintes características:

  • Você pode ler, escrever e falar o idioma Espiritual.
  • Resiliência Espiritual. Você possui resistência à dano radiante, caso já possua resistência, você recebe imunidade ao invés disso. Você possui vantagem em salvaguardas para resistir a qualquer efeito que fosse lhe causar a condição Enfeitiçado. Além disso, você possui vulnerabilidade a dano necrótico.
  • Você passa a ser afetado por magias, habilidades ou qualquer outro efeito que funcione em espíritos.

Essa Herança pode ser escolhida uma segunda vez apenas durante a criação do personagem, concedendo os seguintes modificadores:

  • Super Camaradinha. Você possui charme sobrenatural natural, algo praticamente etéreo. Utilizando uma ação, você pode tentar encantar uma criatura que esteja a até 60 pés de você que possa vê-lo ou ouvi-lo. Essa criatura deve realizar uma salvaguarda de Sabedoria CD 10 + seu bônus de proficiência + metade do seu nível de personagem. Em uma falha, a criatura ficará Enfeitiçada por você pelo próximo minuto, podendo repetir a salvaguarda no final de cada um de seus turnos para encerrar essa condição. Apenas uma criatura pode ser Enfeitiçada por vez. Você pode utilizar essa habilidade um número de vezes igual ao seu bônus de Proficiência por descanso pleno.
  • Você deixa de ter vulnerabilidade a dano necrótico.