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(Criou página com '===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.') 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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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. | 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. | |||