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(Criou página com '===Peek=== Upon reaching 7th level, you learn more effective ways to ambush your target. Choose one of the following options:') Etiquetas: Edição móvel Edição feita através do site móvel |
(Criou página com 'Additionally, you gain proficiency with one of the following: repeating crossbows or firearms. At 7th level, you may choose another of these weapons to gain proficiency with. Crossbows, repeating crossbows, and firearms are considered weapons with Complex Mechanisms. When using a weapon that has Complex Mechanisms that you have proficiency in, you add your Intelligence modifier to the damage dealt. Additionally, your critical range for attacks with these weapons decrease...') |
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At level 5, when a hostile creature you can see hits you with an attack, you can use your reaction to halve the damage taken. | At level 5, when a hostile creature you can see hits you with an attack, you can use your reaction to halve the damage taken. | ||
=== | ===Lurk=== | ||
Upon reaching 7th level, you learn more effective ways to ambush your target. Choose one of the following options: | Upon reaching 7th level, you learn more effective ways to ambush your target. Choose one of the following options: | ||
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At 9th level, you have trained to make almost no noise while stalking your targets. You gain advantage on Stealth checks that involve sound and cannot be detected by creatures that have seismic sense while in stealth. Additionally, you gain 60 feet of darkvision, if you already have darkvision it increases by 30 feet. | At 9th level, you have trained to make almost no noise while stalking your targets. You gain advantage on Stealth checks that involve sound and cannot be detected by creatures that have seismic sense while in stealth. Additionally, you gain 60 feet of darkvision, if you already have darkvision it increases by 30 feet. | ||
===Charge Attack=== | |||
Starting at 11th level, you learn to hit enemies outside your reach. When you use your Attack action to attack a hostile creature outside your range with a Assassin Weapon, you can leap 10 feet toward the target. This jump is not considered part of your speed and bypasses difficult terrain. If the attack hits the target, you can add the damage from your Sneak Attack and, regardless of the roll, the damage is considered a critical hit. You can use this feature a number of times equal to your Dexterity modifier (minimum of 1) per full rest. | |||
===Armor Gap=== | |||
Reaching level 13, you gain enough skill to know where to attack your opponent to deal the most damage. Your critical range with Assassin's Weapons decreases by 1, your damage category and the critical multiplier of your Assassin's Weapons increases by 1. | |||
===Ghostly Lurk=== | |||
At 17th level, no target can hide from your sight. Your Sneak trait gains one of the following improvements: | |||
*If you have the Vitriolic Signature trait, all poisonous and Intoxicating damage you deal is maximized. | |||
* | *If you have the Invisibility characteristic, you can use your invisibility instantly and can use it as a reaction when being targeted by an attack. | ||
* | *If you have the Shunpo feature, you have no usage limits for this feature. | ||
* | |||
Additionally, you can choose a new Lurk trait, but it does not receive the benefit of Ghostly Lurking. | |||
===Body Count=== | |||
== | Upon reaching 20th level, your ability to assassinate does not become legendary because no one survives to tell about it. When you reduce a creature to 0 hit points, you regain hit points equal to the d20 result of the attack that reduced the creature to 0 hit points, and in addition, you can also take an additional action and your walking speed is restored. | ||
==Spy Cabal== | |||
Information is power. But stealing information is only effective when the stolen information can be used to its fullest, without anyone knowing that it was stolen. For this to happen, those who are trained in the Spy Cabal learn to use the most varied resources, including magic. Clouding the minds of opponents, causing weaknesses, being able to create and exploit weaknesses, although the Spy can do this to defend his life, this is only done as a last resort, because once an invasion is detected, all plans can change and a Impeccable work becomes the biggest mistake. | |||
===Conjuração=== | ===Conjuração=== | ||
{| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; margin: auto auto 10px 10px; float:right;" | {| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; margin: auto auto 10px 10px; float:right;" | ||
|- style="font-weight:bold; background-color:#B4A7D6;" | |- style="font-weight:bold; background-color:#B4A7D6;" | ||
! colspan="5" | Mercurial | ! colspan="5" | Mercurial Spellcaster | ||
|- style="font-weight:bold;" | |- style="font-weight:bold;" | ||
| | | Level | ||
| | | Known<br />Cantrips | ||
| | | Known<br />Spells | ||
| | | Mana<br />Points | ||
| style="background-color:#FFF;" | | | style="background-color:#FFF;" | Maximum<br /> Spell Level | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| | | 1st | ||
| 2 | | 2 | ||
| - | | - | ||
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| - | | - | ||
|- | |- | ||
| | | 2n | ||
| 2 | | 2 | ||
| - | | - | ||
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| - | | - | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| | | 3rd | ||
| 2 | | 2 | ||
| 3 | | 3 | ||
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| 1º | | 1º | ||
|- | |- | ||
| | | 4th | ||
| 2 | | 2 | ||
| 4 | | 4 | ||
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| - | | - | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| | | 5th | ||
| 3 | | 3 | ||
| 4 | | 4 | ||
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| - | | - | ||
|- | |- | ||
| | | 6th | ||
| 3 | | 3 | ||
| 4 | | 4 | ||
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| - | | - | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| | | 7th | ||
| 3 | | 3 | ||
| 5 | | 5 | ||
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| - | | - | ||
|- | |- | ||
| | | 8th | ||
| 3 | | 3 | ||
| 6 | | 6 | ||
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| - | | - | ||
|- | |- | ||
| | | 10th | ||
| 4 | | 4 | ||
| 7 | | 7 | ||
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| - | | - | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| | | 11th | ||
| 4 | | 4 | ||
| 8 | | 8 | ||
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| - | | - | ||
|- | |- | ||
| | | 12th | ||
| 4 | | 4 | ||
| 8 | | 8 | ||
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| - | | - | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| | | 13th | ||
| 4 | | 4 | ||
| 9 | | 9 | ||
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| 3º | | 3º | ||
|- | |- | ||
| | | 14th | ||
| 4 | | 4 | ||
| 10 | | 10 | ||
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| - | | - | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| | | 15th | ||
| 4 | | 4 | ||
| 10 | | 10 | ||
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| - | | - | ||
|- | |- | ||
| | | 16th | ||
| 4 | | 4 | ||
| 11 | | 11 | ||
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| - | | - | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| | | 17th | ||
| 4 | | 4 | ||
| 11 | | 11 | ||
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| - | | - | ||
|- | |- | ||
| | | 18th | ||
| 4 | | 4 | ||
| 11 | | 11 | ||
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| - | | - | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| | | 19th | ||
| 4 | | 4 | ||
| 12 | | 12 | ||
Linha 455: | Linha 440: | ||
| 4º | | 4º | ||
|- | |- | ||
| | | 20th | ||
| 4 | | 4 | ||
| 13 | | 13 | ||
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| - | | - | ||
|} | |} | ||
When you choose this Cabal at 1st level, you acquire the ability to cast spells. See Chapter 10 for general spellcasting rules and Mercurial spell lists. | |||
====Spell Lists==== | |||
= | You gain access to Mercurial's spell list. Through some Heritages, Enhancements or even through learning, you can learn new Mysteries of Magic, granting you additional spell lists. | ||
You cannot use a spell list from another Class to learn or replace a spell when you level up in that Class. | |||
====Cantrips==== | |||
=== | You learn three cantrips: magic hands and two other 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 Cantrips Known column of the Mercurial Spellcaster table. | ||
====Mana==== | ====Mana==== | ||
The Mercurial Spellcaster table shows the amount of Mana points you have available to perform your spells. To cast a spell, you must spend an amount of Mana points corresponding to the spell's level as explained in Chapter 10: Magic. You regain your Intelligence modifier in mana points when you complete a long rest and all your Mana points when you complete a full rest. | |||
For example, if you want to cast the 1st level spell ''obscuring fog'' you must spend 2 Mana points to cast it, but if you wish to cast it as a higher level spell, instead of 2 points, you must spend an amount of Mana points corresponding to the desired level, such as 3 points to cast it as a 2nd level spell or 5 to cast it at 3rd level. | |||
====Spells Known of 1st Level and Higher==== | |||
=== | At 3rd level, you learn three 1st-level spells of your choice from the spell lists you have access to. | ||
The Known Spells column in the Mercurial Spellcaster table shows when you learn more spells from these lists, of your choice. Each of these spells must be of a level equal to or lower than your Maximum Spell Level, as shown in the table. For example, when you reach 8th level in this Class, you can learn a new 1st- or 2nd-level spell. | |||
Additionally, when you gain a level in this Class, you can choose a spell you know and replace it with another spell from a spell list you have access to, which must also be equal to or less than your Maximum Spell Level. | |||
====Spellcasting Attribute==== | |||
==== | Intelligence is your attribute for spellcasting, as your magic comes from your attunement with nature. You use your Intelligence whenever a spell refers to your spellcasting attribute. Additionally, you use your Intelligence modifier to set the saving throw DC for the Mercurial spells you cast and when you make an attack roll with a Mercurial spell. | ||
<div style='text-align: center;'>'''''DC for your spells''''' = 8 + your proficiency bonus + your Intelligence modifier</div> | |||
<div style='text-align: center;'>''''' | <div style='text-align: center;'>'''''Spell Attack Modifier''''' = your proficiency bonus + your Intelligence modifier</div> | ||
<div style='text-align: center;'>''''' | |||
</div> | |||
===Additional Proficiency=== | |||
=== | Also at 1st level, you gain proficiency with the Craft of Forger and the Craft of Artist - Makeup Artist. | ||
===Inspect Weaknesses=== | |||
From level 3 onwards, you better understand how to find weaknesses, whether in opponents, objects or even routines carried out by organizations. You receive proficiency in Investigation, if you already have proficiency you receive specialty. When observing a target for at least 1 minute, you can make an Investigation test with a DC defined by the GM to obtain some information, the information is a detail of your choice about the target, you receive this information but do not know its veracity. | |||
:'''Target Weakness'''. Depending on the degree of your success, the Master may define that you have an advantage in saving throws, protecting yourself from some attacks made by this target. You can obtain any of the following information about your target: | |||
:''' | :* Armor Class | ||
:* | :* Dimensions | ||
:* | :* Damage Immunity | ||
:* | :* Condition Immunity | ||
:* | :* Weight | ||
:* | :* Hit points | ||
:* | :* Damage Resistance | ||
:* | :* Senses | ||
:* | :* Creature Type | ||
:* | :* Vulnerability to Damage | ||
:* | :If your target is an object, you have advantage on tests made to obtain information about it. | ||
: | :'''Routine Weakness'''. You can obtain information about guard shifts and the people involved, gaining advantage on Charisma tests against creatures related to this routine. | ||
:''' | |||
When you reach 10th level, you can discover 1 new piece of information about the same target or routine and 1 more when you reach 16th level. The validity period of the information is at the discretion of the Master. | |||
===Doublethink=== | |||
At the 5th level, you are able to compartmentalize your thoughts and the facts of your daily life, locking them for access by third parties. You have advantage on Deception checks, if you used Inspect Weaknesses on that target, it makes the opposed Intuition check with disadvantage to detect that you are lying. | |||
Additionally, when you are the target of spells or skills that attempt to force information from you, you can add your Intelligence modifier to your saving throws to resist. If you succeed in a safeguard to resist this, instead of the information not being collected, you can enter false information at your discretion. Additionally, you have advantage on checks to detect lies and infiltrate thoughts, whether magically or otherwise. | |||
===Invisible Magic=== | |||
Starting at 7th level, you are able to cast a spell with a casting time of one action, using a bonus action. You are able to ignore the verbal and somatic components of this spell. You can do this a number of times equal to half your proficiency bonus per full rest. Additionally, when you cast a cantrip that deals damage, you can make an additional attack. | |||
===Create Weakness=== | |||
== | At level 9, you are able to use your arcane energy to impose a weakness on a target. As an action, a target you can see within 120 feet of you must make a Constitution saving throw DC equal to your spell save DC. On a failure, the target gains vulnerability to one damage type (except true damage) or disadvantage against a condition of your choice for the next minute; the target can repeat the saving throw at the end of each of its turns to end this effect. This trait requires concentration to maintain, as does the concentration of your spells. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per full rest. | ||
Additionally, you can use a bonus action to choose a willing ally within 60 feet of you; each hostile creature that can see or hear that ally must make a Wisdom saving throw DC equal to your spell save DC. On a failed save, the creature has disadvantage to attack any target other than its ally for the next minute. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) per full rest. | |||
===Deceive=== | |||
Upon reaching 11th level, you are able to direct your arcane energy to alter a target's superficial thoughts and memories. You can cast the spell ''modify memory'' as a 5th-level spell without spending Mana points, you can use this spell in this way a number of times equal to half your Intelligence modifier (minimum of 1) per full rest. | |||
===Convincing Lie=== | |||
Starting at level 13, your lies have their own lies stored. You can use the Deceive characteristic on more than one target at the same time, using just one use of the characteristic, you know exactly who resisted this modification and, if you want, you can make a new attempt against the target by spending 3 Mana points. You can target a number of additional targets equal to half your Intelligence modifier (minimum of 1). If any target has previously been affected by Inspect Weaknesses, that target makes the saving throw with disadvantage. | |||
Additionally, when someone casts ''remove curse'' or ''greater restoration'' on a target to recover a memory you have altered, the caster must make an ability check using their spellcasting attribute. The DC is equal to 10 + your proficiency bonus + your Intelligence modifier. On a failure, the memory remains unchanged and the caster is unaware that the spell did not work. | |||
===Dark Clarity=== | |||
From the 17th level onwards, your mind has traveled sufficiently through the dark plane, meaning that your mind is not easily influenced by tricks, optical illusions and magic. When you make an Intelligence, Wisdom, or Charisma saving throw, you can spend 2 Mana points to add your spell attack modifier to the saving throw. Additionally, as long as your allies are listening to you and if you wish, they can add this bonus to their save. | |||
Additionally, you are always under the effect of the spell ''see the invisible'', but you cannot see in the Spiritual Realm. If you want to see in the Spiritual Realm, you can spend 1 Mana point to receive the full benefit of the spell for 1 hour. You gain advantage in tests to detect counterfeit documents, objects or any type of thing. | |||
===Imbue Shadow=== | |||
Once you reach level 20, you can manipulate arcane shadow energy as naturally as breathing. Your Sneak Attack damage now works with your attack spells, and when you score a critical hit, you can deal your Sneak Attack damage as additional shadow damage. Alternatively, you can choose to have your weapon or spell attacks deal shadow damage instead of their original damage. | |||
When using the Disengage action, you gain the effects of the ''invisibility'' spell until the end of your next turn. | |||
==Explorer's Cabal== | |||
Discover buried catacombs, get involved with ancient curses and overcome the most unlikely situations with ease. Your courage and daring have no limits and you prefer to solve things improvised, relying partially on your talent, but much more on your luck and knowledge. Explorers are usually interested in the strangest and most random things, such as advanced cartography, hextech mechanics, ancient stories of Runeterra, among other knowledge. Explorers typically serve as professional treasure hunters, dungeon delvers, and investigators. In addition to improving your agility and stealth, you learn useful skills for exploring ancient ruins, reading unusual languages, and using magical items you normally couldn't. | |||
===No Barriers=== | |||
When you choose this Cabal at 1st level, you learn two additional languages of your choice from the list of common languages in Chapter 4: Detailment - Languages. Also, choose 4 more languages, you are not able to speak, write or read them, but you are able to identify them, whether listening or reading. Upon reaching levels 7, 13 and 19 you can learn a language of your choice (you can speak, read and write it). | |||
Additionally, you gain the ability to climb faster than normal. Climbing has no additional travel cost for you. Additionally, when you move at least 10 feet immediately before a jump, the range you can jump increases by a number of feet equal to your Dexterity modifier. | |||
===Advanced Knowledge=== | |||
At level 3, you can tune your intuition and perception in an extraordinary way, remembering building plans, gear diagrams, etc. You can use your bonus action granted by the Cunning Action to make a Sleight of Hand check, use your locksmith's tools to disarm a trap or pick a lock, take the Use an Object action, or reload a weapon with the Ability property. Additionally, you receive proficiency in Sleight of Hand, if you already have proficiency you receive specialty in that skill, additionally you receive proficiency with a Craft of your choice. | |||
Thanks to this knowledge and perception, supported by your intuition that tunes you to the existence of traps, you can cast the ''find traps'' spell nonmagically, ignoring any components. Once you have used this spell, you must take a full rest before using it again. If an ally activates or disarms a trap that you have not located, you recharge the use of this spell. At 11th level, your range with this spell expands to 300 feet, and you know the precise direction of any traps detected by this spell. | |||
Additionally, you gain proficiency with one of the following: repeating crossbows or firearms. At 7th level, you may choose another of these weapons to gain proficiency with. Crossbows, repeating crossbows, and firearms are considered weapons with Complex Mechanisms. | |||
When using a weapon that has Complex Mechanisms that you have proficiency in, you add your Intelligence modifier to the damage dealt. Additionally, your critical range for attacks with these weapons decreases by 1. | |||
===Supernatural Dodge=== | |||
At 5th level, when a hostile creature you can see hits you with an attack, you can use your reaction to halve the damage taken. | |||
===Mental Schemas=== | |||
=== | |||
From 7th level onwards, once per turn, when making an attack with a complex mechanism, if you hit, you can make a new attack against the same target. Additionally, you are able to cast the spell ''detect magic'' in a non-magical way, managing to find signs of magic in objects or people. You can do this a number of times equal to half your Intelligence modifier per full rest. When you reach 13th level, you can use this feature a number of times equal to your Intelligence modifier per full rest. | |||
===Quick Learning=== | |||
Starting at 9th level, you have recognizable abilities to gather new information and commit to studying. You always know when someone is lying to you (or just doesn't know the answer). | |||
While you are in an unfamiliar or unfamiliar region or city, you can spend 10 gp and 3 hours studying to give you advantage on related Arcana, History, Nature, or Religion checks about the city or region for the next week. You also know which creatures are native to the region. Additionally, you have advantage on Stealth checks if you do not move more than half your speed in a turn. | |||
===Reliable Talent=== | |||
At 11th level, you have refined your skills to the point of perfection. Whenever you make an ability check to which you can add your proficiency bonus, you treat a d20 result of 9 or lower as a 10. | |||
Additionally, you can choose a skill that you have proficiency in to receive specialty. | |||
When using Complex Mechanism weapons with which you have proficiency, the bonus damage from the Intelligence modifier is doubled and the damage dice multiplier on a critical hit for attacks with these weapons increases by 1. | |||
===Catacomb Explorer=== | |||
== | When you reach level 13, you have already been exposed to a wide variety of poisons and toxins, creating a natural resistance to them, which is why you have an advantage in Constitution safeguards to resist the Poisoned and Intoxicated conditions. Additionally, you gain resistance to poison damage. | ||
Additionally, you can cast the ''identify'' spell nonmagically, ignoring any components. You can cast this spell a number of times equal to your Intelligence modifier (minimum of 1) per full rest. You also ignore all Class, Origin, and level requirements for using any magical item. | |||
When using a charge from a magical item to deal damage, you can roll 1d10 + your Intelligence modifier, if the result is 10 or higher, the charge is not spent. At the 20th level of Mercurial, you roll 1d4, if the result is 2 or higher, the charge is not spent. | |||
===Explorer Reflexes=== | |||
At 17th level, you become adept at ambushing and quickly escaping from dangerous situations. You take one turn on your initiative and another on initiative order 10, whichever comes first. You cannot use this feature when you are surprised. | |||
===Life Experience=== | |||
By the time you reach 20th level, you have seen everything and experienced everything, you have been to almost every place imaginable, and perhaps even other Realms of Existence, including... you have a story about it. When you make an ability check or a Craft (except item creation), even if you are not proficient with it, you can choose to automatically succeed, as long as it is possible. You can use this feature a number of times equal to your Proficiency bonus per full rest. | |||
Additionally, when you use a Complex Mechanism weapon or a magical item charge to deal damage, you must roll 1d4, if the result is 4, the damage is doubled. Besides, you can't be surprised. | |||