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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.
Runes in Alphabetical Order |
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Enhanced WeaponryPrerequisito: Level 8 Pulse: Ruby A greater connection to the elemental emanation of the Runes can be channeled to empower your attacks. When choosing this Rune, you must choose one of the elements you have access to from the Elements and Damage Types table in Chapter 10 (if you have the Rune: Elemental Attack, you can use the chosen elements in both runes when activating them, declaring the used element before doing so). When you activate this rune, you coat a melee weapon in elemental energy for 2 rounds, for that duration that weapon, while in your hands, gains half your proficiency bonus as a bonus on hit rolls and half your proficiency bonus as base Pulse dice of elemental damage of the chosen type.
Elemental Effect. Successful attacks deal an additional effect based on the damage type, as per the Effects for Spells by Damage Type table in Chapter 10.
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Elemental AttackPulse: 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. When choosing this Rune, you must choose one of the simple elements from the Elements and Damage Types table in Chapter 10. Upon activating this rune, your next attack deals your Pulse dice as additional damage of the type based on the chosen element. Additionally, you gain resistance to damage of the chosen element's type until the start of your next turn.
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Run OverPulse: 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. By moving at least half your speed in a straight line, you can activate this rune so that your next attack is empowered. Until the start of your next turn, your next melee attack deals your Pulse dice as extra damage and, if the attack is against a creature up to one size category larger than you, you force it to make a Strength saving throw. On a failure, the creature becomes Prone. In addition, you can move through the space occupied by that creature this turn.
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Elemental AuraPrerequisite: Level 8 Pulse: Ruby Your Runic potency reverberates powerfully with the elements, expanding in destructive ways. When choosing this Rune, you must choose one of the elements you have access to from the Elements and Damage Types table in Chapter 10 (if you have the Rune: Elemental Attack, you can use the chosen elements in both runes when activating them, declaring the used element before doing so).
When activating this rune, you surround yourself with an aura of the chosen element, emanating its elemental strength. You create a 5-foot area of the chosen element around you that follows you and lasts for the next 2 rounds. Creatures you target that are in that area must make a Constitution saving throw. On a failure, an affected creature takes you Pulse dice as damage from the chosen element, on a success, only half that damage. For the duration of the rune, you gain your proficiency bonus as DR to damage for the chosen element.
Elemental Protection. You gain half your proficiency bonus as DR to the chosen element.
Mastery:
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Runic BarrierPulse: 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. When targeted by an attack, you can use your reaction to temporarily activate a shield. By doing so, you gain your Pulse dice as temporary hit points. These temporary hit points last until removed or after 1 minute, while these temporary hit points are active, you gain resistance to simple damage.
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Blessing of the Crimson ElderPrerequisite: Level 15 Pulse: Ruby Legend has it that an old man with a reddish beard used to appear everywhere, bringing chaos and destruction. When you activate this rune with a bonus action, you empower your attacks until the end of your next turn. For the duration, your melee attacks made with a martial weapon deal your Pulse dice as additional necrotic damage. Additionally, you gain temporary hit points equal to the amount of necrotic damage dealt in a single turn. These temporary hit points last for 1 minute or until consumed.
Vital Force. For every 5 points of necrotic damage you take, you gain 1 temporary hit point that can stack with this rune's temporary hit points gained through this feature. Temporary hit points gained from Life Force last until your next long rest or until consumed.
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Warden’s BlessingPrerequisite: Level 8 Pulse: Emerald Utilizing your runic potency to protect your allies is something you've learned to do like no other. When you activate this Rune, you touch an ally within range, for 2 turns you take DR/true damage equal to your Proficiency bonus, and all damage dealt to that ally (except true damage) is transferred directly to you, you gain only half of that damage is true damage instead of full damage being dealt to that ally.
Warden’s Stamina. You gain your character level as maximum hit points.
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Stellar BlessingPrerequisite: Level 8 Pulse: Diamond You have learned to channel your Rune potency to restore and strengthen the bodies of your allies. When activating this Rune, choose up to 5 creatures of your choice that you can see within 10 feet of you, they regain your Pulse dice times half your Proficiency bonus in hit points. Additionally, each creature can remove an amount of Exhaustion points equal to half its Proficiency bonus. A creature can't be targeted more than once.
Stellar Glow. Whenever you use a Rune, Class Ability, or Spell effect that heals a target other than yourself, you gain your Pulse die in temporary Hit Points lasting for a number of rounds equal to your Proficiency bonus or until consumed (whichever comes first).
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BlindPulse: 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. Esse inimigo deve realizar uma saving throw de constituição, se falhar ele ficará Cego até o final de seu próximo turno e receberá seu dado de Pulse em dano psíquico.
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HealingPulse: 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. You can touch a creature to heal it. When touching a creature or when using a healing spell, you can activate this rune to add your Pulse dice to the creature's recovered hit points.
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DehydrationPrerequisite: Level 8 Pulse: Sapphire Deeply weakening an enemy is easy for you. When making an attack, you can activate this rune to force the target to make a Constitution saving throw. On a failure, the creature gains 1d4 points of Exhaustion, on a success it takes no penalty. A creature that has already been affected by this Rune, when targeted again, only receives 1 point of exhaustion.
Body Control. When you finish a long rest and remove points of exhaustion, you remove an additional 1d4 points of exhaustion.
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Energized ShotPulse: Sapphire
Sinergia: Adicione o bônus de Proficiência ao dano e metade da Proficiência ao resultado do Dado de Pulso Use: Half your Proficiency You learn to externalize the runic energy present in your body to empower your shots. Upon activating this rune, your next ranged attack deals your Pulse dice in additional damage.
Mastery:
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Voracious ShotsPrerequisite: Level 8 Pulse: Sapphire You know how to imbue your weapons with the elemental power granted by runes. When choosing this Rune, you must choose one of the elements you have access to from the Elements and Damage Types table in Chapter 10 (if you have the Rune: Elemental Attack, you can use the chosen elements in both runes when activating them, declaring the used element before doing so).
When activating this Rune, your ranged attacks are empowered by elemental energy for 2 rounds, your ranged weapon or spell attacks (against only one target) gain half your proficiency bonus as a bonus on hit rolls and your base Pulse dice as elemental damage of the chosen type.
Elemental Blast. When an empowered attack succeeds, creatures of your choice within 5 feet of the target must make a Dexterity saving throw, on a failed save they take half as much damage, on a successful one they take no damage.
Mastery:
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ElegyPrerequisite: Level 15 Pulse: Amethyst The silent symphony of death found in you an appreciator and propagator. Using your reaction when hitting a target with a ranged weapon attack or ranged spell attack, you can imbue the attack with immense necrotic energy. When you hit a creature with this attack, a 10-foot mist area centered on your target is created. Creatures that are within that area, or start their turns there, must make a Constitution saving throw, failing which they will take your Pulse dice as necrotic damage and 1 point of exhaustion. This mist lasts for 3 rounds and moves 10 feet in a direction of your choice at the start of each of your turns. A strong wind is capable of dissipating this area.
Necrotic Force. You can remove 1 hit point from your maximum hit points and 1 current hit point (cannot be mitigated) and add 1d4 necrotic damage to any ranged spell or ranged weapon attack. This effect can be declared after knowing the attack hit, but before rolling damage dealt. Hit points removed in this way can only be regained after a full rest or a greater restoration spell.
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Verdant LinkPrerequisite: Level 8 Pulse: Diamond Nature can be a great ally and you know how to take advantage of it. As a bonus action, you create vines growing out of the ground in a 30-foot-long, 10-foot-wide line that starts at you. Creatures in that line must make a Dexterity saving throw. On a failed save, a creature is Restrained for 3 rounds, and it can make a Strength saving throw at the end of each of its turns to end this effect on a success. Creatures caught in the binding make attacks against you at disadvantage for 3 rounds after they are released.
Plant Perception. You are able to tell what types of plants (but not creatures), trees, roots, fruits, etc., are within 600 feet of you. In case you are not familiar with these vegetables, you can get an idea if they are poisonous or if they can be used for nutrition.
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Energize AttackPulse: 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. When activating this rune, your melee attacks deal additional damage equal to your Pulse dice until the start of your next turn.
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ShieldPulse: 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. When you are targeted by an attack or if you make a saving throw to avoid taking damage, you can use your reaction to gain a bonus equal to half your Proficiency bonus to your AC or saving throw to resist the damage, you also gain 10 feet speed and resistance to the damage type of the attack or effect taken (except true damage). These bonuses last for a number of rounds equal to your Proficiency bonus, if it is already active, the bonus to your AC or saving throw is not increased.
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Breath of WarPrerequisite: Level 15 Pulse: Emerald Your endurance surpasses the supernatural when you wield this runic power. With one use of this rule, for the next minute, you increase your maximum and current hit points by twice your Pulse die, provided you are not Incapacitated, you gain +4 to your AC and DR 5/true damage (this bonus is not cumulative) and can make an additional attack on your attack action. Additionally, you remove 1d4 points of Exhaustion you have. Additionally, if you have the Warden's Blessing Rune, you can grant these bonuses to an ally within range of your touch instead of yourself.
Unrivaled Stamina. You gain half your proficiency bonus as DR/true damage.
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Adamantine ForcePrerequisite: Level 15 Pulse: Diamond Using this runic power brings you closer to the structural base of magic, causing mana to flow in a powerful way. Consuming one use of this Rune, while not under any other rune power, you lose your full speed for 2 rounds. During that time, all spells you cast are cast one level higher without consuming additional mana points, your spell DC is increased by half your proficiency bonus, your spell damage or healing is increased by one category, and you gain your proficiency bonus as DR/true damage. At the end of the rune, you gain 2 exhaustion points.
Blessing of Mana. You add your character level to your maximum mana points.
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Luminary SpearPrerequisite: Level 15 Pulse: Ruby Light is capricious as an element, using this Rune has its price. With one use of this rune, you can use a ranged weapon attack to fire this rune. If the attack succeeds, the creature takes three times your Pulse die in radiant damage and must make a Constitution saving throw. On a failure, the creature becomes Blinded and you take 1d8 true damage. The Blindness lasts forever, and can be reversed using the regeneration spell.
Luminous Defense. You make rolls with advantage against effects that cause Blindness.
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Fear ParticlePulse: 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. Using a bonus action, you can direct this wave at one target that can see you and is within 5 times your Proficiency bonus feet of you. The target must make a Wisdom saving throw, if it fails, the target is Frightened by you for a number of rounds equal to your Proficiency bonus and takes your Pulse dice of psychic damage. An affected target can repeat the saving throw at the start of each of its turns.
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Venom of the EarthPrerequisite: Level 8 Pulse: Amethyst You invoke the poison present in the earth, corrupting creatures that pass through it. When making a ranged attack, you can activate this rune so that the attack creates an explosion generating a poisonous area in a 5-foot radius around the target hit by the attack. This area grows 5 feet in radius each round. The area lasts 2 rounds.
Creatures in that area that start their turns inside it or enter it for the first time on their turns must make a Constitution saving throw. On a failure, they take your Pulse die of Poison damage as Poison of Level equal to your Proficiency bonus and become Intoxicated, and may repeat the saving throw at the start of each of their turns to end this effect on a success.
Venom. Your attacks and spells that deal poison damage have their damage category increased by 1.
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Pesadelo VivoPré-requisito: Nível 15 Pulso: Ametista Você pode desfigurar sua própria face refletindo os pesadelos de seus alvos. Ao utilizar essa runa, uma criatura à sua escolha, e até 40 pés que possa ver seu rosto deve ser bem-sucedida em uma salvaguarda de Sabedoria ou é afetada por um dos efeitos abaixo a sua escolha. A cada turno enquanto durar o efeito, você pode escolher outra criatura, mas não uma que já tenha sido bem-sucedida na salvaguarda. Essa runa possui uma duração de 2 rodadas.
Essência de Medo. Você faz jogadas com vantagem contra efeitos que causem a condição Amendrontado.
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Relâmpago PerfurantePré-requisito: Nível 8 Pulso: Ametista Seus ataques são perfurantes como um raio, atravessando a área do combate de forma poderosa. Ao realizar um ataque corpo a corpo que cause dano perfurante, você pode ativar essa runa para projetar energia elétrica em uma linha iniciada em você com 15 pés de comprimento por 1 pé de largura, caso sua arma possua a propriedade Extensão, o comprimento se torna 25 pés. Inimigos nessa linha devem realizar uma salvaguarda de Destreza. Em uma falha, uma criatura afetada sofre seu dado de Pulso em dano elétrico e fica Incapacitada até o final de seu próximo turno.
Longinus. Seus ataques com armas de haste bem sucedidos podem acertar um alvo adicional atrás do alvo original caso o mesmo esteja dentro da área de ataque, você utiliza a mesma jogada de ataque para definir esse acerto.
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Restauração EstelarPré-requisito: Nível 15 Pulso: Diamante Você possui um poder remanescente dentro de você vindo da antiga deusa da cura Ao ativar essa runa, você invoca um surto de energia curativa em um alvo que possa ver a até 120 pés de você, esse alvo recupera o dobro de seu dado de Pulso em Pontos de vida, 1d4 pontos de Exaustão e pode remover uma condição debilitante. Por uma duração de 2 rodadas ele pode fazer um ataque adicional em sua ação de ataque e recebe, no começo de cada um de seus turnos, metade do seu bônus de proficiência em dado base de Pulso como pontos de vida temporários.
Aura da Vida. Você emite uma aura que protege você e seus aliados. Aliados que estejam a até 15 pés de você recebem seu bônus de Proficiência em Redução a Dano Necrótico.
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Ribombar LancinantePré-requisito: Nível 8 Pulso: Esmeralda Seus ataques possuem a força de um trovão, desestabilizando seus inimigos. Ao realizar um ataque corpo a corpo que cause dano contundente, você pode ativar essa runa para projetar uma força esmagadora em um cone de 10 pés iniciado em você. Inimigos nessa linha devem realizar uma salvaguarda de Constituição. Em uma falha, uma criatura afetada sofre seu dado de Pulso como dano trovejante e fica Atordoada até o final de seu próximo turno.
Esmagar. Seus ataques com Armas Simples e Marciais que causem dano contundente (exceto manoplas) podem acertar um alvo adjacente ao alvo original, você utiliza a mesma jogada de ataque para definir esse acerto.
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Steal LifePulse: 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. When making a melee attack, you can activate this rune to deal your Pulse dice in additional necrotic damage. If it hits, you recover half of the damage done by Pulse Dice in hit points.
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Selo da Lua MinguantePré-requisito: Nível 15 Pulso: Safira A lua minguante possui a capacidade de selar o poder de uma criatura, essa Runa é uma manifestação desse poder. Utilizando uma ação bônus, você pode tocar uma criatura no seu alcance para selar o poder da mesma. O alvo deve realizar uma salvaguarda de Constituição, em uma falha, todo dano causado por esse alvo é reduzido pela metade, você e seus aliados possuem vantagem em jogadas de ataque contra ele e o deslocamento do alvo é reduzido em 20 pés. Esse efeito dura por 2 rodadas ou até a magia restauração maior ser usada para remover o Selo. O alvo afetado pode repetir a salvaguarda no final de cada um dos turnos dele para encerrar esse efeito.
Segredo Lunar. Você recebe metade do seu bônus de proficiência como uso de outras Runas exceto essa.
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TemerárioPré-requisito: Nível 15 Pulso: Esmeralda Sua confiança em sua resistência é excepcional trazendo uma maior ousadia em combate, isso sendo refletido em seu poder rúnico. Com uma ação bônus e um uso dessa runa, seu corpo começa a emitir um leve brilho dourado, emitindo penumbra por 5 pés. Até o início de seu próximo turno você recebe 10 pés de deslocamento adicional, possui imunidade a todos os tipos de dano (exceto danos verdadeiros) e adiciona metade seu bônus de proficiência ao dano de seus ataques. Ao final da duração, você recebe 1 ponto de Exaustão.
Essência Livre. Você faz jogadas com vantagem contra efeitos que afetem seu deslocamento.
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Trunfo do CrepúsculoPré-requisito: Nível 15 Pulso: Safira Um poder que parece emanar do próprio Aspecto do Crepúsculo. Com um uso dessa runa e uma ação bônus, você pode criar uma aura num raio de 15 pés ao seu redor que dura pelas próximas 3 rodadas. Escolha até 3 aliados no alcance. Ao estarem dentro dessa área ou iniciar seu turno nela, você e seus aliados escolhidos recebem um bônus em seus ataques e recebem Invisibilidade até o início de seu próximo turno. Uma criatura afetada por essa aura pode escolher um de seus ataques para que cause seu dado de Pulso como dano rúnico adicional, ela pode fazer isso antes ou depois da jogada de ataque, mas antes de saber se atingiu ou não. Caso uma criatura realize um ataque enquanto Invisível, ele perderá essa Condição até o início do seu próximo turno. Essa aura se move junto com você.
Ver Invisível. Você é capaz de enxergar criaturas invisíveis a até 60 pés de você, mas não criaturas no mundo espíritual.
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