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Revisão de 22h40min de 7 de setembro de 2023 por Arddhu (discussão | contribs) (Criou página com '*'''''1 load - Rewind'''''. When you or a creature rolls initiative, you can force an initiative roll to be made again. A friendly creature that makes this roll again does so at advantage, while a hostile creature at disadvantage. *'''''2 charges - Try Again'''''. You can choose a save that you failed and redo the save with advantage. *'''''3 charges - Accelerate'''''. Until the end of your next turn, all of your speeds are doubled. *'''''3 charges - Slow down'''''. Choo...')
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  • 1 load - Rewind. When you or a creature rolls initiative, you can force an initiative roll to be made again. A friendly creature that makes this roll again does so at advantage, while a hostile creature at disadvantage.
  • 2 charges - Try Again. You can choose a save that you failed and redo the save with advantage.
  • 3 charges - Accelerate. Until the end of your next turn, all of your speeds are doubled.
  • 3 charges - Slow down. Choose a creature you can see within 30 feet of you, that creature must make a Constitution saving throw DC equal to your spell save DC. On a failure, all of the creature's speed is halved until the end of your next turn.
  • 4 charges - Gift of Time. You can choose yourself or a creature you can see within 15 feet of you to grant you the gift of time. When you do so, the target gains advantage on Dexterity checks and saving throws until the end of your next turn. Alternatively, you can choose a hostile creature that you can see within 15 feet of you, it must make a Constitution saving throw DC equal to your spell save DC. On a failed save, the target has disadvantage on Dexterity checks and saving throws until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per full rest.
  • 5 charges - Weaken. Choose a creature you can see within 30 feet of you, that creature must make a Constitution saving throw DC equal to your spell save DC. On a failure, if the creature is Poisoned or Bleeding, the damage dealt by these conditions increases by one category.
  • 5 charges - Fortify. Choose a creature you can see within 30 feet of you, if the creature is Poisoned or Bleeding, you speed up the creature's own metabolism, ending one of those conditions.
  • 9 charges - Temporal Paralysis. Choose a creature you can see within 20 feet of you, that creature must make a Constitution saving throw DC equal to your spell save DC. On a failed save, the creature is Paralyzed for 1 minute, and can repeat the save at the end of each of its turns, ending this effect on a success.
  • 10 Charges - Time Frame. As a bonus action, you use a somatic component to mark the ground on which you stand. When doing so, you must register your life points at that moment and at the end of 1 minute you return to that marked point with the life you had at that moment. You can use a bonus action or reaction if you are the target of an attack to return to that point prematurely. You can use an additional charge for each additional turn that passes after 1 minute. You will not be able to return to this point if you are at 0 health or dead.
  • 15 Charges - Chronal Aid. You can use Time Frame on an ally and prevent him from doing a huge shit.
  • 20 charges - Reboot. With a reaction, at the end of a round, you can take a new turn before the round ends.