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List of Runes
During character creation, after choosing your Runic Pulse, you must choose a Rune. Each Rune has its own rules and mechanisms that are described in it. As each Rune is a manifestation of a Runic Pulse, possessing a Rune's Runic Pulse grants Synergy benefits. A character can choose Runes that are not from their Runic Pulse, however, these Runes do not receive Synergy bonuses, as will be explained later.
Elemental Attack
Pulse: Ruby
Synergy: Add Proficiency to damage and half Proficiency to Pulse Dice result
Use: Half Proficiency
The global runes granted you an ability to control an element and channel it through your body, increasing the power of your attacks.
Mastery:
- Damage: +1 in damage dice category per mastery
- Use: +1 use per mastery
Run Over
Pulse: Emerald
Synergy: Add Proficiency to damage and half Proficiency to Pulse Dice result
Use: Half your Proficiency
The runes that strengthen your body make your enemies regret getting in your way.
Mastery:
- Damage: +1 in damage category per mastery
- Use: +1 use per mastery
Runic Barrier
Pulse: Emerald
Synergy: Add double Proficiency to hit points and half Proficiency to Pulse Dice result
Use: Half your Proficiency
Your runic essence is externalized creating additional protection.
Mastery:
- Damage: +1 in damage dice category per mastery
- Use: +1 use per mastery
Blind
Pulse: Sapphire
Synergy: Add the Proficiency bonus to damage and half the Proficiency to the Pulse Dice result
Use: Half your Proficiency
When making a ranged attack with a weapon or spell, you can use this rune to inflict Blindness on the enemy hit.
Mastery:
- Damage: +1 in damage dice category per mastery
- Use: +1 use per mastery
Energized Shot
Pulse: Sapphire
Synergy: Add the Proficiency bonus to damage and half the Proficiency to the Pulse Dice result
Use: Half your Proficiency
You learn to externalize the runic energy present in your body to empower your shots.
Mastery:
- Damage: +1 in damage dice category per mastery
- Use: +1 use per mastery
Shield
Pulse: Emerald or Diamond
Synergy: Add half your Proficiency bonus to the duration and to the Pulse Dice result
Use: Half your Proficiency
You learn to call upon runic energy to act as a shield that protects your body and mind.
Mastery:
- Damage: +1 in damage dice category per mastery
- Use: +1 use per mastery
Healing
Pulse: Diamond
Synergy: Surplus turns into temporary hit points until a long rest and half of the Proficiency is added to the Pulse Dice result.
Use: Half your Proficiency
The runes you possess emanate healing energy that can be directed to heal a target or intensify some other healing effect.
Mastery:
- Damage: +1 in damage dice category per mastery
- Use: +1 use per mastery
Steal Life
Pulse: Amethyst
Synergy: Add the Proficiency bonus to damage and half to healing and to the Pulse Dice result
Use: Half your Proficiency
You know how to steal a creature's life energy for yourself.
Mastery:
- Damage: +1 in damage dice category per mastery
- Use: +1 use per mastery
Fear Particle
Pulse: Amethyst
Synergy: Add Proficiency bonus to damage and half to DC and Pulse Dice
Use: Half your Proficiency
You are able to use your runic energy to create fear in a target.
Mastery:
- Damage: +1 in damage dice category per mastery
- Use: +1 use per mastery
Energize Attack
Pulse: Ruby
Synergy: Half proficiency in additional turns and Pulse Dice
Use: Half your Proficiency
You invoke the energy that flows through you to empower your attacks.
Mastery:
- Damage: +1 in damage dice category per mastery
- Use: +1 use per mastery