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(Criou página com 'However, for some tribes, becoming closer to humans will make you uncomfortable, but will make your interactions with them easier. The bigger the change you make, the harder it will be to make and maintain it.') |
(Criou página com '''Devour Essence.'' As an action, you can devour the life essence of an Unconscious creature with 0 hit points within 5 feet of you; that creature then dies and cannot be revived by any means other than a wish spell. When you do so, you regain hit points equal to your Charisma or Wisdom modifier (set during character creation). You can use this feature a number of times equal to half your proficiency bonus per long rest. Additionally, when you do so, you gain some fragme...') |
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<languages/> | <languages/> | ||
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This Article is in accordance with the ''version 0.94''' of [https://runarcana.org Runarcana RPG] | This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG] | ||
</div> | </div> | ||
[[Categoria:0.94]] | [[Categoria:0.94]] | ||
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| style="text-align:left;" | The Vastaya feel uncomfortable in these regions, not being able to obtain or use Inspiration and making Transformation rolls at a disadvantage. | | style="text-align:left;" | The Vastaya feel uncomfortable in these regions, not being able to obtain or use Inspiration and making Transformation rolls at a disadvantage. | ||
|- style="background-color:#B4A7D6;" | |- style="background-color:#B4A7D6;" | ||
| | | Average | ||
| style="text-align:left;" | These are the most common places where Vastaya are found, in these places Vastaya do not receive any positive or negative effects. | | style="text-align:left;" | These are the most common places where Vastaya are found, in these places Vastaya do not receive any positive or negative effects. | ||
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:'''''Female Oovi-Kat Names''''': Neeko | :'''''Female Oovi-Kat Names''''': Neeko | ||
'Speed.'' Your base walking speed is 35 feet. | ''Speed.'' Your base walking speed is 35 feet. | ||
''Size.'' Oovi-kat are naturally between 1.2 and 1.6 meters. | ''Size.'' Oovi-kat are naturally between 1.2 and 1.6 meters. You can choose between the Small, Medium and Large sizes. | ||
''Master of Sho’ma.'' Oovi-Kat have a special way of communicating, they sense the spiritual essence of a being, the Sho'ma. They can use their Metamorphosis to transform into a different being, feel their emotions and glimpse part of their recent memories. Transforming into another creature requires 1 minute of observation, to feel its emotions and have a glimpse of its recent memories requires observation for at least 5 minutes. These recent memories are sensations and images about what happened in the last 2 hours, before the Oovi-kat tried to understand your memories. When in another form, the Oovi'Kat retains all of their characteristics. | ''Master of Sho’ma.'' Oovi-Kat have a special way of communicating, they sense the spiritual essence of a being, the Sho'ma. They can use their Metamorphosis to transform into a different being, feel their emotions and glimpse part of their recent memories. Transforming into another creature requires 1 minute of observation, to feel its emotions and have a glimpse of its recent memories requires observation for at least 5 minutes. These recent memories are sensations and images about what happened in the last 2 hours, before the Oovi-kat tried to understand your memories. When in another form, the Oovi'Kat retains all of their characteristics. | ||
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''Language.'' You can speak the ancient Vastayashai'rei language. In addition to being able to use your Sho'ma to learn other languages more easily, you have +2 additional common languages or 1 exotic language. | ''Language.'' You can speak the ancient Vastayashai'rei language. In addition to being able to use your Sho'ma to learn other languages more easily, you have +2 additional common languages or 1 exotic language. | ||
== Marai == | == Marai == | ||
The Marai Sirenians are a Vastaya tribe who live under the ocean west of Mount Targon. Accustomed to life underwater, they can breathe both underwater and on the surface. Their appearance is usually similar to a merrow, having scales all over their body, with the lower part of it being a tail similar to that of an aquatic mammal, while its upper part is more humanoid, and may have fins or gills. The colors of a Marai can vary between them. | |||
The best-known member of the Marai tribe is champion Nami, the Tidecaller. | |||
:'''''Marai Male Names''''': Agrata, Aquis, Avris, Bornet, Ceimu, Drake, Korma, Latus, Leomaris, Midus, Morgan, Namor, Nido, Orman, Pvorsa, Salas, Sedor, Talrand, Typhon, Wiggus. | |||
:''''' | :'''''Marai Female Names''''': Anosa, Ariel, Atlise, Cordula, Corselle, Halimeda, Iren, Katara, Kella, Kilmie, Korra, Marilla, Morea. | ||
:''''' | |||
''Speed.'' Marai naturally have tails to increase and facilitate their movement through the water, having a swimming speed of 50 feet in water. While on land they adapt their lower body to legs to move more easily although they lose some of their speed. On land your base walking speed is 25 feet. | |||
'' | |||
''Size.'' The Marai naturally have a tail that makes their length between 1.9 and 2.7 meters. When assuming legs, their height can vary between 1.4 and 2 meters. | ''Size.'' The Marai naturally have a tail that makes their length between 1.9 and 2.7 meters. When assuming legs, their height can vary between 1.4 and 2 meters. You can choose between the Small, Medium and Large sizes. | ||
''Amphibian.'' Marai can breathe both on land and in water and naturally have tails to improve and facilitate their movement in water, having a swimming speed of 50 feet in water. While on land, they adapt their lower body to legs to move more easily. Besides that, combat underwater does not inflict movement penalties or disadvantages on you. While underwater they also see in dim light up to 60 feet as if it were bright light and in the dark as if it were dim light, not discerning colors in the dark, only shades of gray. | ''Amphibian.'' Marai can breathe both on land and in water and naturally have tails to improve and facilitate their movement in water, having a swimming speed of 50 feet in water. While on land, they adapt their lower body to legs to move more easily. Besides that, combat underwater does not inflict movement penalties or disadvantages on you. While underwater they also see in dim light up to 60 feet as if it were bright light and in the dark as if it were dim light, not discerning colors in the dark, only shades of gray. | ||
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''Sonar.'' The Marai communicate below great depths through sonar. Those same sonars can be used as a weapon on land. Using an action, you can deliver a 15-foot cone a number of times equal to your proficiency bonus per full rest. All creatures within range must make a Constitution saving throw with DC 8 + your proficiency bonus + your Constitution modifier. On a failure, an affected creature takes 1d4 + proficiency bonus + Constitution modifier thunder damage. Deaf creatures have advantage on this saving throw. | ''Sonar.'' The Marai communicate below great depths through sonar. Those same sonars can be used as a weapon on land. Using an action, you can deliver a 15-foot cone a number of times equal to your proficiency bonus per full rest. All creatures within range must make a Constitution saving throw with DC 8 + your proficiency bonus + your Constitution modifier. On a failure, an affected creature takes 1d4 + proficiency bonus + Constitution modifier thunder damage. Deaf creatures have advantage on this saving throw. | ||
== Shimon == | == Shimon == | ||
The Shimon are a tribe of Vastaya from Ionia with the animalistic appearance of apes. Smart, agile and cunning, they can stealthily play tricks on any unsuspecting person. | |||
The most well-known member of the Shimon is Wukong, The Monkey King. | |||
:'''''Shimon Male Names''''': An, Ang, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Son, Wen | |||
:''''' | :'''''Shimon Female Names''''': Bai, Chao, Chichi, Jia, Lei, Mei, Qiao, Shui | ||
:''''' | |||
''Speed.'' Your base walking speed is 30 feet. | |||
'' | |||
''Size.'' The Shimon are naturally between 1.4 and 1.8 meters. | ''Size.'' The Shimon are naturally between 1.4 and 1.8 meters. You can choose between the Small, Medium and Large sizes. | ||
''Unbounded.'' Shimon are always outdoing themselves. You can reroll a failed Strength, Dexterity or Constitution check a number of times equal to your proficiency bonus per full rest, and you gain proficiency with one Skill and one Craft of your choice. | ''Unbounded.'' Shimon are always outdoing themselves. You can reroll a failed Strength, Dexterity or Constitution check a number of times equal to your proficiency bonus per full rest, and you gain proficiency with one Skill and one Craft of your choice. | ||
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''Simian Fury.'' Your unarmed attacks have their damage increased by one category, in addition, you can double your melee attack's damage modifier a total of times equal to twice your proficiency bonus per full rest. | ''Simian Fury.'' Your unarmed attacks have their damage increased by one category, in addition, you can double your melee attack's damage modifier a total of times equal to twice your proficiency bonus per full rest. | ||
== Fauhwoon == | == Fauhwoon == | ||
The Fauhwoon are slightly common beings in Ionia, like the other Vastaya, the Fauhwoon have a strong connection to natural magic. In addition, they are lovers of the arts, loving music and dancing. The lower part of their bodies are the legs of a doe and the upper part is human, having large horns that come out of their heads. | |||
:'''''Fauhwoon Male Names''''': Straiv, Traam, Qiem, Cris, Sep, Qoc, Xor, Dhif, Xaic | |||
:''''' | :'''''Fauhwoon Female Names''''': Givia, Sneza, Ciemea, Faasy, Clema, Dhaxe, Teonime, Kosae, Geesea | ||
:''''' | |||
''Speed.'' Your base walking speed is 35 feet. | |||
'' | |||
''Size.'' The Fauhwoon are naturally between 1.4 and 1.7 meters. | ''Size.'' The Fauhwoon are naturally between 1.4 and 1.7 meters. You can choose between the Small, Medium and Large sizes. | ||
''Natural Protectors.'' Fauhwoon are closely linked to protecting something or someone and end up holding back when in combat to prioritize protection. Therefore, whenever you heal or otherwise protect an ally using an action or a bonus action, your next attack's damage increases by one on the scale and deals your proficiency bonus as additional damage, since you know that ally will be safe for a while. | ''Natural Protectors.'' Fauhwoon are closely linked to protecting something or someone and end up holding back when in combat to prioritize protection. Therefore, whenever you heal or otherwise protect an ally using an action or a bonus action, your next attack's damage increases by one on the scale and deals your proficiency bonus as additional damage, since you know that ally will be safe for a while. | ||
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''Horns.'' Fauhwoon have large, sturdy horns, capable of easily breaking wood (sometimes even the bones of their enemies). The damage dealt by the horns is 1d8 + your Strength modifier of bludgeoning damage. | ''Horns.'' Fauhwoon have large, sturdy horns, capable of easily breaking wood (sometimes even the bones of their enemies). The damage dealt by the horns is 1d8 + your Strength modifier of bludgeoning damage. | ||
== Ottrani == | == Ottrani == | ||
This Vastaya tribe is originally from Targon, where they usually live on top of the mountains, accustomed to the cold climate and thin air. The Ottrani ended up mirroring themselves in the image of one of the celestial beings who decided to live among mortals and share with them the gifts of healing and the power of donation through the rescue of souls. | |||
With several variations in appearance among themselves, the Ottrani share some common characteristics, having one or two curved horns on top of their heads, goatlike legs ending in hooves, however, unlike goats, the Ottrani have long, bushy tails. | |||
:'''''Ottrani Male Names''''': Atix, Kref, Nor, Ramul, Sies, Strec, Tarciso, Tyl | |||
:''''' | :'''''Ottrani Female Names''''': Dicy, Gizu, Illi, Kolu, Privea, Pullu, Soraya, Veso | ||
:''''' | |||
''Speed.'' Your base walking speed is 30 feet and you have a climbing speed of 20 feet. | |||
'' | |||
''Size.'' The Ottrani are naturally between 1.2 and 1.7 meters. | ''Size.'' The Ottrani are naturally between 1.2 and 1.7 meters. You can choose between the Small, Medium and Large sizes. | ||
''Selfsacrifice.'' The Ottrani see the need to help other creatures, even if it costs part of their physical integrity. Using an action, you can heal a creature within 30 feet of you by spending a Hit Dice, in 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 character level per Full Rest. That is, if you are level 9, you can use 4 Hit Dice for this trait per full rest. | ''Selfsacrifice.'' The Ottrani see the need to help other creatures, even if it costs part of their physical integrity. Using an action, you can heal a creature within 30 feet of you by spending a Hit Dice, in 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 character level per Full Rest. That is, if you are level 9, you can use 4 Hit Dice for this trait per full rest. | ||
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''Rescue.'' Because of their strong connection to the spirits of living beings, the Ottrani have natural healing abilities. Using an action, you can touch a creature within 5 feet of you to heal it for an amount equal to your proficiency bonus + half your Wisdom modifier. You can use this ability a number of times equal to half your Wisdom modifier per full rest. | ''Rescue.'' Because of their strong connection to the spirits of living beings, the Ottrani have natural healing abilities. Using an action, you can touch a creature within 5 feet of you to heal it for an amount equal to your proficiency bonus + half your Wisdom modifier. You can use this ability a number of times equal to half your Wisdom modifier per full rest. | ||
== Kiilash == | == Kiilash == | ||
Feline in appearance, the Kiilash are Vastaya who live east of Shurima. Strong and agile creatures, they have claws and fangs as natural weapons, as well as frightening camouflage abilities. | |||
The most well-known member of the Kiilash tribe is champion Rengar, the Pridestalker. | |||
:'''''Kiilash Male Names''''': Kova, Trok, Ovarr, Mur, Densharr, Mersharr, Nermissar, Therrass, Aeroun, Behaou, Heeze, Mioi, Raaol, Yourau | |||
:''''' | :'''''Kiilash Female Names''''': Suu, Korra, Mrran, Rorran, Dessirris, Mianissa, Morasha, Nera, Thessana, Caarreia, Naeaftas | ||
:''''' | |||
Speed. Your base walking speed is 35 feet. | |||
''Size.'' The Kiilash are naturally between 1.6 and 2.2 meters. | ''Size.'' The Kiilash are naturally between 1.6 and 2.2 meters. You can choose between the Small, Medium and Large sizes. | ||
''Natural Predator.'' You have powerful claws and fangs, being proficient with both. Your claws deal 1d6 + your proficiency bonus + your Dexterity or Strength modifier of slashing damage, and your Bite deals 2d4 + your proficiency bonus + your Strength modifier of piercing damage. | ''Natural Predator.'' You have powerful claws and fangs, being proficient with both. Your claws deal 1d6 + your proficiency bonus + your Dexterity or Strength modifier of slashing damage, and your Bite deals 2d4 + your proficiency bonus + your Strength modifier of piercing damage. | ||
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''Born Hunter.'' Your sense of smell and hearing are exceptionally good at any time of the day. You have advantage on Perception rolls that involve these two senses. Additionally, you see in dim light up to 60 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. | ''Born Hunter.'' Your sense of smell and hearing are exceptionally good at any time of the day. You have advantage on Perception rolls that involve these two senses. Additionally, you see in dim light up to 60 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. | ||
== Lhotlan == | == Lhotlan == | ||
With characteristics that mix foxes and birds, the Lhotlan are a Vastaya tribe among the most agile and festive. Their combat abilities surprise with the strong feathers they can throw, taken from their own wings. These feathers are razor-sharp, but dissipate after a few hours away from the Lhotlan's body. | |||
The best known members of Lhotlan are the champions Xayah, the Rebel and Rakan, the Charmer. | |||
:'''''Lhotlan Male Names''''': Rakan, Arken, Garak, Hakir, Ingar, Kagan, Kerek, Rekar, Xarin | |||
:''''' | :'''''Lhotlan Female Names''''': Xayah, Ayar, Hara, Hayren, Isah, Kirah, Lhari, Yerah, Xari | ||
:''''' | |||
''Speed.'' Your base walking speed is 30 feet. | |||
'' | |||
''Size.'' The Lhotlan are naturally between 1.4 and 1.8 meters. | ''Size.'' The Lhotlan are naturally between 1.4 and 1.8 meters. You can choose between the Small, Medium and Large sizes. | ||
''Vastaya Leap.'' When you make a ranged jump, the range becomes 3 times your Strength score and you don't need to move beforehand. Besides that, when performing high jumps, you can jump up to 3 + twice your Strength modifier (minimum 1) feet high. | ''Vastaya Leap.'' When you make a ranged jump, the range becomes 3 times your Strength score and you don't need to move beforehand. Besides that, when performing high jumps, you can jump up to 3 + twice your Strength modifier (minimum 1) feet high. | ||
''Plumdaggers.'' You can use a bonus action to create 2 sharp feathers and use them as daggers, dealing your Proficiency bonus as extra damage to attacks you make with them. You can do this a number of times equal to up to 3 + your Proficiency bonus per Full Rest. You may keep a number of Plumdaggers equal to twice your Proficiency bonus. | ''Plumdaggers.'' You can use a bonus action to create 2 sharp feathers and use them as daggers, dealing your Proficiency bonus as extra damage to attacks you make with them. You can do this a number of times equal to up to 3 + your Proficiency bonus per Full Rest. You may keep a number of Plumdaggers equal to twice your Proficiency bonus. | ||
== Vesani == | |||
The Vesani were once a numerous tribe in the past, nomads, they disappeared without leaving any trace behind, almost erased from history. | |||
The only known member of the Vesani is the champion Ahri. | |||
:'''''Vesani Male Names''''': Kabumi, Seichemon, Rotsumi, Sehira, Shunabu, Yoshiyuki, Taro, Toshio, Kei, Dai | |||
:'''''Vesani Female Names''''': Ahri, Royuko, Reifumi, Yoshiko, Mariko, Masako, Ayaka, Rina, Eiho, Genae | |||
''Speed.'' Your base walking speed is 30 feet. | |||
''Size.'' Vesani are generally between 1.4 and 1.8 meters. You can choose between the Small, Medium and Large sizes. | |||
''Fox Fire.'' You know the arcane shot cantrip and can cast a special version of it a number of times equal to your proficiency bonus per long rest as a bonus action. When you cast this cantrip in this special way, up to three spirit orbs appear above your hand that last for up to 5 turns. You can fire them, each as an attack action, and you use Charisma or Wisdom (defined during character creation) as a Spellcasting attribute. | |||
''Devour Essence.'' As an action, you can devour the life essence of an Unconscious creature with 0 hit points within 5 feet of you; that creature then dies and cannot be revived by any means other than a wish spell. When you do so, you regain hit points equal to your Charisma or Wisdom modifier (set during character creation). You can use this feature a number of times equal to half your proficiency bonus per long rest. Additionally, when you do so, you gain some fragments of the creature's memory and emotions. You can choose not to consume the essence, storing it within yourself. You can store a maximum of essences equal to half your proficiency bonus + half your Charisma or Wisdom modifier (set at character creation). Trying to store more essences can cause confusion in your own memories and feelings. These essences last indefinitely or until you die. | |||
''Hunger for Essence.'' You need to constantly feed on essence. Every 5 + your proficiency bonus days, you must feed on the essence of an intelligent creature. If you don't, you must make a Wisdom saving throw DC 8 + the number of days you haven't feed, on a failure you lose control of your character, becoming a creature of feral and uncontrollable mind, and will hunt a victim to satiate yourself, thus regaining your consciousness during a long rest. Using the modify memory or transfer essence spells resets your hunger period. |
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