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*If you can cast spells, you will not be able to cast them or focus on them while in rage.
*If you can cast spells, you will not be able to cast them or focus on them while in rage.


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Your rage lasts for 1 minute. It ends prematurely if you fall unconscious or if your turn ends and you have not attacked any hostile creatures since your last turn or have suffered damage in this time. You can also end your fury on your turn with a bonus action.
Your rage lasts for 1 minute. It ends prematurely if you fall unconscious or if your turn ends and you have not attacked any hostile creatures since your last turn or have suffered damage in this time. You can also end your fury on your turn with a bonus action.
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After you have used the number of furies shown for your Brute level in the Fury column of the Brute table, you will need to finish a long rest before you can go into rage again.
After you have used the number of furies shown for your Brute level in the Fury column of the Brute table, you will need to finish a long rest before you can go into rage again.
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==Unarmored Defense==
==Unarmored Defense==
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Upon reaching 3rd level, you manifest your essence through Battle Poses, inspired by the most diverse references of strength and power you have. Your muscles have been worked with a lot of love and dedication and for that they reward you. Choose one of the Battle Poses detailed at the end of this Class's description. You learn an additional Battle Pose when you reach levels 8, 12, 15, and 17. You can use a bonus action to use one of the chosen poses, unless the pose says otherwise. When you gain access to new Poses or upon reaching 20th level, you can also replace an already known Pose with another one.  
Upon reaching 3rd level, you manifest your essence through Battle Poses, inspired by the most diverse references of strength and power you have. Your muscles have been worked with a lot of love and dedication and for that they reward you. Choose one of the Battle Poses detailed at the end of this Class's description. You learn an additional Battle Pose when you reach levels 8, 12, 15, and 17. You can use a bonus action to use one of the chosen poses, unless the pose says otherwise. When you gain access to new Poses or upon reaching 20th level, you can also replace an already known Pose with another one.  


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Using a Pose requires a lot of energy and concentration, you can perform these Pose a number of times equal to your Constitution modifier (minimum of 1) per short or long rest. Some of your Poses require your target to make a saving throw to resist their effects.  The saving throw's DC is calculated as follows:
Using a Pose requires a lot of energy and concentration, you can perform these Pose a number of times equal to your Constitution modifier (minimum of 1) per short or long rest. Some of your Poses require your target to make a saving throw to resist their effects.  The saving throw's DC is calculated as follows:
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<div style='text-align: center;'>'''''Battle Pose DC''''' = 8 + your proficiency bonus + your Strength modifier</div>
<div style='text-align: center;'>'''''Battle Pose DC''''' = 8 + your proficiency bonus + your Strength modifier</div>
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At 7th level, your instincts are so keen that you gain advantage on initiative rolls. Additionally, if you are surprised at the start of combat and are not Incapacitated, you can act normally on your first turn, but only if you enter a Rage before doing anything else that turn.
At 7th level, your instincts are so keen that you gain advantage on initiative rolls. Additionally, if you are surprised at the start of combat and are not Incapacitated, you can act normally on your first turn, but only if you enter a Rage before doing anything else that turn.


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==Ruthless Rage==
==Ruthless Rage==
Starting at 11th level, your Rage can keep you fighting no matter how bad your wounds are. If you drop to 0 hit points while raging and don't die instantly, you can make a DC 10 Constitution saving throw. If you succeed, your hit points go up to 1. Each time you use this feature after the first, the DC increases by 5. As soon as you finish a short or long rest, the DC resets to 10.
Starting at 11th level, your Rage can keep you fighting no matter how bad your wounds are. If you drop to 0 hit points while raging and don't die instantly, you can make a DC 10 Constitution saving throw. If you succeed, your hit points go up to 1. Each time you use this feature after the first, the DC increases by 5. As soon as you finish a short or long rest, the DC resets to 10.
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==Persistent Rage==
==Persistent Rage==
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You know two cantrips of your choice from the spell lists you have access to. You learn additional cantrips from these lists of your choice at higher levels, as shown in the Known Cantrips column of the Spellcaster Brute table.
You know two cantrips of your choice from the spell lists you have access to. You learn additional cantrips from these lists of your choice at higher levels, as shown in the Known Cantrips column of the Spellcaster Brute table.


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====Mana====
====Mana====
The Spellcaste Brute table shows the amount of Mana points you have available to perform your spells. To cast a spell, you must spend an amount of Mana corresponding to the spell's level as explained in Chapter 10: Magic. You regain all your Mana points when you complete a long rest.
The Spellcaste Brute table shows the amount of Mana points you have available to perform your spells. To cast a spell, you must spend an amount of Mana corresponding to the spell's level as explained in Chapter 10: Magic. You regain all your Mana points when you complete a long rest.
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For example, if you wanted to cast the 1st-level spell ''burning hands'' you would have to spend 2 mana points to cast it, but if you want to cast it as a higher level spell, instead of the 2 points, you must spend an amount of Mana points corresponding to the desired level, as 3 points to cast it as a 2nd-level spell or 5 to cast it at 3rd level.
For example, if you wanted to cast the 1st-level spell ''burning hands'' you would have to spend 2 mana points to cast it, but if you want to cast it as a higher level spell, instead of the 2 points, you must spend an amount of Mana points corresponding to the desired level, as 3 points to cast it as a 2nd-level spell or 5 to cast it at 3rd level.
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Additionally, you learn to carve runes in your own blood onto Small or smaller objects and magically charge them. By performing a 10-minute ritual, you can imbue any object with a spell you know as long as it lacks concentration, to do so you must spend Mana points equivalent to the spell's level, making the object able to cast the chosen spell using your bonus action.  
Additionally, you learn to carve runes in your own blood onto Small or smaller objects and magically charge them. By performing a 10-minute ritual, you can imbue any object with a spell you know as long as it lacks concentration, to do so you must spend Mana points equivalent to the spell's level, making the object able to cast the chosen spell using your bonus action.  


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The object retains the stored magic for the next 48 hours, when the magic on it dissipates. An object that has been carved and fired a spell becomes unusable after use. You can keep a number of objects imbued with magic equal to your Wisdom modifier (minimum of 1) per long rest.
The object retains the stored magic for the next 48 hours, when the magic on it dissipates. An object that has been carved and fired a spell becomes unusable after use. You can keep a number of objects imbued with magic equal to your Wisdom modifier (minimum of 1) per long rest.
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===Runic Resilience===
===Runic Resilience===
At 10th level, your runescarred body becomes stronger and more resistant to spells, even becoming attuned to magic itself. Whenever you score a critical hit with an attack spell, or reduce a creature to 0 hit points with a spell, the scars on your body activate, taking on an unearthly glow and causing you to gain temporary hit points equal to half your Brute level + your Constitution modifier. Temporary hit points gained this way can stack.
At 10th level, your runescarred body becomes stronger and more resistant to spells, even becoming attuned to magic itself. Whenever you score a critical hit with an attack spell, or reduce a creature to 0 hit points with a spell, the scars on your body activate, taking on an unearthly glow and causing you to gain temporary hit points equal to half your Brute level + your Constitution modifier. Temporary hit points gained this way can stack.
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In addition, you can, once per long rest, attempt to absorb a spell cast against you, you must make a Constitution saving throw whose DC is set to 12 + the level of the spell you are trying to absorb, if you succeed, you negate that spell's effects and regain hit points equal to twice its level. At 15th level, you can use this feature twice per long rest and three times at 20th.
In addition, you can, once per long rest, attempt to absorb a spell cast against you, you must make a Constitution saving throw whose DC is set to 12 + the level of the spell you are trying to absorb, if you succeed, you negate that spell's effects and regain hit points equal to twice its level. At 15th level, you can use this feature twice per long rest and three times at 20th.
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===Rune of Overlord===
===Rune of Overlord===
Upon reaching 14th level, you can use an action to carve a powerful rune into your body, it causes you to fill with rune energy and burst with energy, each creature within 20 feet of you must make a Dexterity saving throw with DC equals to your spellcasting DC. On a failure, the creature takes 1d6 force damage multiplied by half your Brute level. If you're in a Rage, you can add your Rage Damage to this trait's damage. You can use this feature a number of times equal to half your Constitution modifier (minimum of 1) per long rest.
Upon reaching 14th level, you can use an action to carve a powerful rune into your body, it causes you to fill with rune energy and burst with energy, each creature within 20 feet of you must make a Dexterity saving throw with DC equals to your spellcasting DC. On a failure, the creature takes 1d6 force damage multiplied by half your Brute level. If you're in a Rage, you can add your Rage Damage to this trait's damage. You can use this feature a number of times equal to half your Constitution modifier (minimum of 1) per long rest.
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===Rune of War===
===Rune of War===
At level 18, your body has become so attuned to your runic power that is can cast a spell like muscle memory. Choose a concentration spell from the Brute's spell list, for you it loses the need for concentration.  
At level 18, your body has become so attuned to your runic power that is can cast a spell like muscle memory. Choose a concentration spell from the Brute's spell list, for you it loses the need for concentration.  


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Additionally, you can use an action while in Rage to carve a rune into your body that, for 1 minute, grants you resistance to magical damage. You can use this feature a number of times equal to half your Constitution modifier (minimum of 1) per long rest.
Additionally, you can use an action while in Rage to carve a rune into your body that, for 1 minute, grants you resistance to magical damage. You can use this feature a number of times equal to half your Constitution modifier (minimum of 1) per long rest.
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===Rune Volatility===
===Rune Volatility===
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*'''Retaliate'''. When targeted by an attack from a creature within 5 feet of you, you can use your reaction to make an unarmed strike against that creature.
*'''Retaliate'''. When targeted by an attack from a creature within 5 feet of you, you can use your reaction to make an unarmed strike against that creature.


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===Attack March===
===Attack March===
At 18th level, you are capable of insane feats with your body in combat. You can cause your next unarmed strike to increase damage category by 1 and have 15 feet of additional range, when doing so, choose  between dealing burning or vibrational damage instead of physical. You can use this feature a number of times equal to half your Proficiency bonus per long rest.
At 18th level, you are capable of insane feats with your body in combat. You can cause your next unarmed strike to increase damage category by 1 and have 15 feet of additional range, when doing so, choose  between dealing burning or vibrational damage instead of physical. You can use this feature a number of times equal to half your Proficiency bonus per long rest.
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===Bone Breaker===
===Bone Breaker===
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Ora, ora, ora, ora, oraaaaa! As an Attack action, you can make a chain of up to 3 consecutive melee attacks on a creature within range of your unarmed strike or your weapon, each attack after the first has -5 to your attack roll and your damage rolls cumulatively. You must make a single attack roll against the creature, and if you hit it, you must make a Constitution saving throw. On a failure, the creature receives an additional effect related to the type of damage taken:
Ora, ora, ora, ora, oraaaaa! As an Attack action, you can make a chain of up to 3 consecutive melee attacks on a creature within range of your unarmed strike or your weapon, each attack after the first has -5 to your attack roll and your damage rolls cumulatively. You must make a single attack roll against the creature, and if you hit it, you must make a Constitution saving throw. On a failure, the creature receives an additional effect related to the type of damage taken:


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*'''Bludgeoning'''. The target is Stunned for the next minute, and can repeat the saving throw at the start of each of its turns to end this effect.
*'''Bludgeoning'''. The target is Stunned for the next minute, and can repeat the saving throw at the start of each of its turns to end this effect.
*'''Slashing'''. Your attacks have a -3 penalty instead of -5, and the target has -25 feet of walking speed for the next minute. The target can repeat the saving throw at the start of each of its turns to end this effect.
*'''Slashing'''. Your attacks have a -3 penalty instead of -5, and the target has -25 feet of walking speed for the next minute. The target can repeat the saving throw at the start of each of its turns to end this effect.
*'''Piercing'''. The target is Bleeding, taking 2d6 damage per turn.
*'''Piercing'''. The target is Bleeding, taking 2d6 damage per turn.
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===Unstopable Brutality===
===Unstopable Brutality===
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