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Runessences
As stated earlier, Global Runes reverberate their creative energy into all existences on Runeterra, from the inanimate to the living and thinking ones.
The power of the Runes has not been greatly developed over the ages due to the great oscillation of the powers from the Global Runes being used for the most diverse purposes, making the Rune Nature of all beings not stable enough for this.
By themselves, the Global Runes have the possibility of rewriting the rules of reality, which is why their study has never been a tradition maintained anywhere (at least as far as we know).
However, some great powers, such as Deities, really powerful Arcanes and other creatures of immense power ended up developing some understanding of this principle of the Runic Nature, managing to model this inherent strength of all beings, thereby achieving harmony between these powers, managing to extract even more of them, these are the Runessences.
In addition to the Runes that are natural manifestations and can be channeled, the runic nature sometimes manifests itself through resonant patterns, in some structures that align with particular runic essences, these patterns are the Runessences.
Aquavitist
The aquavitist not only enjoys alcoholic beverages, he has learned to use them as part of his runic essence, enhancing his attacks and resistances.
Aquavitist’s Technique
Prerequisites: Ethyl Essence Heritage and Constitution 13 or higher
Pulse: Sapphire
Synergy: Add half of the Proficiency bonus to Pulse Dice
Use: Half of the Proficiency Bonus
You learn the drunken fighting style, to use it you must always have a bottle or container containing alcohol in your hands, or be under the influence of a sip.
Mastery:
- Extension: Choose between simple spiritual or elemental damage, adding that resistance to your Drunk Resistance
- Duration: +1 turn of Drunk Resistance duration per mastery
Taste the Moment | |||
---|---|---|---|
d8 | Effect | ||
1 | Nothing happens and you consume one use of this Rune | ||
2 | Add half the Proficiency bonus to your melee attack rolls for the duration of the sip | ||
3 | The crit range of your melee attacks decreases by 1 and the crit multiplier increases by 1 for the duration of the sip | ||
4 | Gains 2x your Pulse Dice in temporary hit points for the duration of the sip | ||
5 | Add half the Proficiency bonus to your AC for the duration of the sip | ||
6 | Add half the Proficiency bonus to your AC for the duration of the sip|- style="background-color:#B4A7D6;" | 7 | Choose an effect from 1 to 6 |
8 | Choose an effect from 1 to 6 without consuming a use of this rune |
Taste of the Moment
Prerequisites: Rune - Aquativist’s Technique and Constitution 15 or higher
Pulse: Sapphire
Synergy: Add the Proficiency bonus to Breath's damage
Use: Half of the Proficiency Bonus
Each drink has its own characteristic, its own spirit, your constant experimentation has made you know how to recover the sensations of other drinking experiences, reviving your vital energy.
When consuming a use of this Rune you can choose between:
- Taste of the Moment. When taking a sip, you can activate the Taste of the Moment, roll 1d8, you gain the respective effect from the Taste of the Moment table, this effect lasts for the duration of the sip. When taking a new sip, if you are under the effect of Taste of the Moment, you can decide to reroll the d8 or keep the previous effect. If you receive the same effect a second time, you must roll again on the table, as they are not cumulative.
- Dragon's Breath. When choosing this Rune, choose between acid, cold, fire or poison. As an action, after taking a sip, you can breathe a 20-foot cone of that element. Each creature in the area must make a Dexterity saving throw against your Runes DC. A target takes your Proficiency bonus to Pulse's Base Dice in elemental damage of the chosen type on a failure or half the damage on a success.
Mastery:
- Use: +1 use of this Rune per mastery
- Reroll: You can reroll 1 time if you don't like the effect or damage done by Breath. You must stick with the new result.
Baxian
Prerequisites: Rune - Taste of the Moment and Constitution 17 or higher
Pulse: Sapphire
Synergy: You receive half of your Proficiency bonus as uses of Runes which can be used for the other Runes of this Runessence
Use: Half of the Proficiency Bonus
Probably an ancient spirit or a deity, also adept at drinking, was enchanted by you, causing your body to react in a supernatural way when you take a sip.
When consuming a use of this Rune you can choose between:
- Deflect. Under the effect of a sip, you can, as a reaction, when a hostile creature misses you with a melee attack, expend one use of this rune and cause that attack to hit another creature you can see within 5 feet from you, as long as it's not the attacker himself.
- Crooked Blow. When performing the Attack action, if you are under the effect of a sip, you can consume one use of this rune to make up to three additional unarmed attacks, each one must be against a different target and if you miss, you lose the following attacks.
Mastery:
- Use: +1 use of this Rune per mastery
- Improve: You add your unarmed strike damage to Deflect, and you can make an additional attack with Crooked Strike.
Vastaya Awakening
This Runessence involves learning about your Vastaya Heritage, allowing you to gain better control of your Vastayashai'rei ancestry, increasing your connection to the Spiritual Realm and the Sho'ma that inhabits all things.
Vastayan Ancestor
Prerequisites: Vastaya Origin or one of the Heritages: Vastaya Lineage or Vastaya Blood
Pulse: Emerald
Synergy: Add half of the Proficiency bonus to Pulse Dice
When choosing this Rune, you must choose one of the Primal Beasts from the Vastaya Awakening - Primal Beast table, with that, if the creature has any special senses such as blind perception, seismic sense, darkvision or advantage in any Perception check related to any a sense, you receive these traits as if they were natural to you. Once you choose a beast you cannot change it.
Use: Using a bonus action, you can transform into or out of the form of the chosen beast. If you're in combat, you can remain in this animal form for up to 20 rounds. In combat, upon entering animal form, you consume 1 round of transformation, at the end of your subsequent turns, if you are still transformed, you consume 1 more round. Out of combat, every 3 minutes transformed, you consume 1 round of transformation (totaling 1 hour with 20 turns), when you run out of transformation turns you revert to your original form.
When you transform, the following rules apply:
- Your game stats are replaced by the beast's stats, but you retain your morale, personality, and Constitution, Intelligence, Wisdom, and Charisma values. You also retain your proficiencies in all your skills and saving throws, in addition to gaining the creature's proficiencies. If the creature has the same proficiency as you and its stat block bonus is greater than yours, you use the creature's bonus instead of yours.
- When you transform, you keep your hit points and hit dice. If you drop to 0 hit points you will have to make death saving throws as you normally would, dying in beast form means death for your character.
- You cannot cast spells, and your ability to speak or perform any action that requires hands is limited by the capabilities of the beast form you have assumed. Transforming doesn't interrupt your concentration on a spell you've already cast however, nor does it prevent you from taking actions that are part of the spellcasting, such as summoning lightning you've already cast.
- You retain the benefits of any class features, Origin or other sources and can use them if the new form is physically capable of doing so. You can choose whether your belongings magically disappear by blending into your form, whether they fall to the ground or whether they are left intact.
- While you are in your native environment, you have an additional 15 feet to your primary movement speed, walking for land creatures, swimming for sea creatures or flying for winged creatures. Additionally, your travel pace is considered fast, but it does not inflict a stealth disadvantage.
- You retain all of your runes, not receiving any runes that the transformed creature receives.
Mastery:
- Duration: +10 rounds per mastery
- Protection: Upon assuming feral form, you gain twice your Pulse value as temporary Hit Points.
Hunter’s Eyes
Prerequisites: Rune - Vastayan Ancestor
Pulse: Emerald
Synergy: Add your Pulse value to the number of Rounds
Use: Half of the Proficiency Bonus
You've improved the connection you have with your Vastayan ancestor, granting you 30 feet of darkvision (or increasing it by 30 feet if you already have it) and the Shape Control and Mark Prey traits.
Shape Control: While out of combat, your Vastayan Ancestor Rune's animal form does not spend any transformation turns.
Mark Prey: Consuming one use of this Rune, upon hitting an enemy you can mark them with Mark Prey. For a number of Rounds equal to twice your Proficiency bonus, you know the exact position of a marked creature and, additionally, attacks made against a marked creature deal your Pulse Dice in additional force damage. If the target is invisible, you will continue to see it normally until the end of the mark's duration. If the creature drops to 0 hit points before the duration ends, this effect ends. You can end this effect at any time.
Mastery:
- Duration: Mark Prey causes 1 more Base dice per mastery
- Visão: +10 feet of darkvision per mastery
Vastaya Ascension
Prerequisites: Rune - Hunter’s Eyes
Pulse: Emerald
Synergy: Add your Proficiency bonus to the damage done by your attacks in your Feral or Hybrid form.
Use: Half of your Proficiency Bonus
Your connection to your ancestor reaches its peak, you become able to maintain your Humanoid form and acquire traits of your Primal Beast.
Your Feral form receives the following changes:
- While in this form, your hit points are counted separately.
- Upon reverting to your original form, your hit points return to the same value as before transforming. If this happens as a result of dropping to 0 hit points, all excess damage is carried over to your original form. For example, if you take 10 points of damage in feral form and have only 1 hit point left, you revert to your original form and take 9 damage. As long as the excess damage doesn't reduce you to 0 hit points, you don't fall unconscious.
Mastery:
- Use: +2 Uses of Hybrid Form per mastery
- Duration: +10 rounds per mastery
Awaken Vastaya - Primal Beast | ||||||||
---|---|---|---|---|---|---|---|---|
2d20 | Animal | Hybrid Form | Attributes | 2d20 | Animal | Hybrid Form | Attributos | |
2 | Primal Orca | Echolocation and Swimming (40 feet) | +2 Con and +1 Str | 22 | Primal gorilla | Punch and Rock | +2 Str and +1 Con | |
3-4 | Primal Eagle | Flight (30 feet) and Claws | +2 Dex and +1 Wis | 23 | Primal Hyena | Bite | +2 Dex and +2 Wis | |
5 | Primal Elk | Ram and Charge | +2 Wis and +1 Str | 24 | Primal Boar | Charge and Tusks | +2 Str and +1 Dex | |
6-7 | Primal Spider | Spider Web and Climbing | +2 Wis and +1 Dex | 25-26 | Primal Lizard | Bite | +2 Wis and +2 Dex | |
8 | Primal Vulture | Flight (30 feet) and Claws | +2 Str and +1 Wis | 27 | Primal Lion | Claws and Bite | +2 Str and +1 Dex | |
9 | Primal Goat | Ram and Charge | +2 Str and +1 Dex | 28-29 | Primal Wolf | Claws and Bite | +2 Dex and +1 Wis | |
10 | Primal Camel | Bite | +2 Wis and +1 Con | 30 | Primal Bat | Echolocation and Flight (60 feet) | +2 Wis and +1 Dex | |
11 | Primal Crab | Claws and Amphibious | +2 Dex and +1 Con | 31-32 | Primal Panther | Pounce and Claws | +2 Dex and +1 Str | |
12-13 | Primal Horse | Trample in Charge and Hoofs | +2 Str and +1 Dex | 33-34 | Primal Rat | Bite | +2 Dex and +2 Wis | |
14 | Primal Constrictor Cobra | Bite and Constrict | +2 Str and +1 Con | 35 | Primal Rhino | Horns and Charge | +2 Str and +1 Con | |
15 | Primal Venomous Snake | Bite | +2 Dex and +1 Wis | 36 | Primal Toad | Leap and Swallow | +2 Dex and +1 Wis | |
16-17 | Primal Owl | Flight and Claws | +2 Wis and +1 Dex | 37 | Primal Tiger | Pounce and Claws | +2 Dex e +1 Str | |
18 | Primal Crocodile | Bite | +2 Str and +2 Con | 38 | Primal Shark | Bite and Swim (30 feet) | +2 Str and +1 Con | |
19-20 | Primal Weasel | Bite | +2 Dex and +2 Wis | 39 | Primal Bear | Bite and Claws | +2 Str and +1 Con | |
21 | Primal Wasp | Flight and Stinger | +2 Dex and +1 Str | 40 | Primal Elephant | Prey and Trample in Charge | +2 Con and +1 Str |
Cosmic Balance
The Runeness of Cosmic Balance is a manifestation of the celestial entity known as the Bard that nurtures in its wielders the need to protect powerful artifacts and lost knowledge across Runeterra.
Meeps
Prerequisites: Heritage - Prodigy Musician
Pulse: Diamond
Synergy: Add half of the Proficiency bonus to the Pulse Dice
Use: Half of your Proficiency Bonus
The Meeps are small spirits that relate to a cosmic entity known as "the Bard", these small entities have immense powers, they are attracted by melodies and good humor, they are invisible and immune to any effect that reveals them, being able to choose to whom they are visible.
Even invisible, Meeps influence who they follow, each Meep gives you +1 on Charisma checks.
Meeps | |
---|---|
Proficiency | Effect |
2 | The target's speed decreases by 10 feet for a number of rounds equal to half your Proficiency bonus if it fails a Dexterity saving throw with a DC equal to your Rune DC. |
3 | A target hit by Spiritual Radiance makes its next attack at disadvantage. |
4 | The target must make a Constitution saving throw DC equal to your Rune DC. On a failure, the target is Stunned until the end of your next turn. |
5 | Target gains 1 point of exhaustion |
6 | The attack explodes in a 15-foot cone from the target. Creatures in that area must make a Dexterity saving throw DC equal to your Rune DC, failing which they take your Pulse die in force damage. |
- Meep's Favor: While aware of a Meep's presence, you can consume one use of this Rune and a Meep's presence, having it perform an action that helps you, again, at the Master's discretion, from something as simple as moving a leaf to even something that defies the laws of reality, regardless of the action, it is always beneficial, even if it doesn't seem that way at first.
- Spiritual Radiance: By consuming a use of this Rune, you can ask a Meep to use its energy in an attack, increasing the damage of the single-target weapon or spell attack by one scale above your Pulse Dice causing an additional effect based on your Proficiency bonus as per the Mees table. When performing this aid, the Meep disappears.
Mastery:
- USe: +1 meep per mastery
- Strength: +1 DC per mastery
Cosmic Prison
Prerequisites: Rune - Meep
Pulse: Diamond
Synergy: Half of your Proficiency Bonus as Meeps
Use: Half of your Proficiency Bonus
You can conjure a band of cosmic energy from your hands.
Mastery:
- Damage: +1 in the damage dice category per mastery and the damage becomes Lunar
- Use: +1 use per mastery
=Deactive Magic
Prerequisite: Rune - Cosmic Prision
Pulse: Diamond
Synergy: You get half of your Proficiency bonus as use of Runes that can be used for the other Runes from this Runessence
Use: Half of your Proficiency Bonus
You know how to control the mana of other things and beings, and can temporarily disable them.
Mastery:
- Use: +1 Use of the Rune per mastery
- Strength: +1 on DC of Runes from this Runessence per mastery
Golden Essence
The Golden Essence Runessence is a manifestation of the celestial entity known as the Golden Sister. She is found only on Targon among the Solari, but there are rumors that some Shurimans have similar characteristics.
Dawn
Prerequisite: Heritage = Gloden Blessing
Pulse: Ruby
Synergy: Add half of the Proficiency bonus to the Pulse Dice
Use: Half of your Proficiency Bonus
You learn to summon an emanation of sunlight through your blows.
Mastery:
- Damage: +1 in the damage dice category per mastery
- Use: Half of your Proficiency Bonus
Eclipse
Prerequisites: Rune - Dawn
Pulse: Ruby
Synergy: A creature that fails the Dawn saving throw has disadvantage on attacking you until the start of your next turn.
Use: Special Your body is able to channel Solar energy, storing a number of solar charges equal to half your Proficiency bonus, each charge being charged after you spend 6 hours in direct sunlight.
Mastery:
- DC: +2 saving throw DC
- Use: +1 use per mastery
Sun Corona
Prerequisite: Rune - Eclipse
Pulse: Ruby
Synergy: You gain half of your Proficiency bonus as use of Rune that can be used for the other Runes from this Runessence, and the damage done by the Runes from this Runessence becomes Solar Use: Half of your proficiency bonus
You bring the radiance of the sun in all its healing and destructive power in the form of a crown.
Additionally, for the duration, at the start of each of your turns, you and allies bathed in bright light gain half your Pulse dice in temporary hit points for 1 minute or until consumed.
MAstery:
- Use: +1 use of Rune per mastery
- Strength: +2 to DC per mastery
Silver Essence
The Silver Essence Runessence is a manifestation of the celestial entity known as the Silver Sister. She is found only in Targon among the Lunari.
Moonsilver
Prerequisite: Heritage - Silver Blessing
Pulse: Amethyst
Synergy: Add half of the Proficiency bonus to the Pulse Dice
Use: Half of your Proficiency Bonus Silver Blessing is channeled into your attacks, covering them in a lunar silver glow.
Mastery:
- Use: +1 use per mastery
- Strength: +2 to DC per mastery
Zenith
Prerequisite: Rune - Moonsilver
Pulse: Amethyst
Synergy: Half your Proficiency Bonus on Moonsilver uses
Use: Half of your Proficiency
You become the living embodiment of the vengeful moon, charging at an enemy.
Mastery:
- Reach: +10 feet of reach per mastery
- Use: +1 use per mastery
Livid Cascade
Prerequisite: Rune - Zenith
Pulse: Amethyst
Synergy: You gain half of your Proficiency bonus as use of Rune that can be used for the other Runes from this Runessence, and the damage done by the Runes from this Runessence becomes Lunar
Use: Half of your Proficiency Bonus
One of the silver sister's secrets is how to turn even defense into an attack and an attack into defense.
Mastery:
- Use: +1 use of Rune per mastery
- Strength: +1 to DC of Runes from this Runessence per mastery
Trickster
The Trickster’s Runessence is a unique manifestation that breaks the rules of magic. It is linked to the Celestial known as the Trickster and is extremely unusual. Usually, people who manifest it are skilful and slippery people who embrace change and disruption of the status quo as a necessity for the dynamism of the universe.
Antimagic Pulse
Prerequisites: Heritage - Mageseeker or Heritage - Runic Hiperactivity
Pulse: Sapphire
Synergy: Add half of the Proficiency bonus to Pulse Dice
Use: Half of your Proficiency Bonus
You are capable of nullifying magic, being able to cancel a single-target spell directed at you.
Mastery:
- Use: +1 use of Rune per mastery
- Strength: +2 on DC per mastery
Spell Steal
Prerequisites: Rune - Antimagic Pulse
Pulse: Sapphire
Synergy: Antimagic Pulse's saving throw DC is increased by 2
Use: Half of your Proficiency Bonus
Você pode desviar a habilidade mágica do seu atacante e usá-la para si mesmo.
Mastery:
- Level: +1 to the maximum spell level per mastery
- Use: +1 use per mastery
Absorb Sepll
Prerequisites: Rune - Spell Steal
Pulse: Sapphire
Synergy: You receive half of your Proficiency bonus as use of Runes which can be used for the other Runes of this Runessence
Use: Half of your Proficiency Bonus
You can use your reaction when you are the target of a spell or are in its area of effect to absorb the spell just like the Antimagic Pulse. Doing so negates all of the spell's effects, and if it's a spell whose level you can cast with the Spell Steal Rune, you can cast it following the same rules as a spell stolen by the Spell Steal feature.
Mastery:
- Use: +1 use of Rune per mastery
- Strength: +2 on DC per mastery