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* When traveling for an hour or more, you and your animal companion can move stealthily at a normal pace. | * When traveling for an hour or more, you and your animal companion can move stealthily at a normal pace. | ||
* Whenever you gain the Enhancement class feature, your animal companion can also increase one ability score of your choice by +2, or two +1 scores. Your animal companion cannot increase an ability score above 20 using this feature unless its description specifies otherwise. Alternatively, your animal companion can obtain an Enhancement that makes sense to him with the GM's permission. | |||
As the Hunter reaches new levels, part of this is reflected in training with the Animal Companion, which receives characteristics according to this level advancement, as shown in the Animal Companion Improvements table. | |||
{| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; width:80%; margin:10px auto;" | {| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; width:80%; margin:10px auto;" | ||
|- style="font-weight:bold; background-color:#EAECF0;" | |- style="font-weight:bold; background-color:#EAECF0;" | ||
! colspan="5" style="background-color:#b4a7d6;" | | ! colspan="5" style="background-color:#b4a7d6;" | Animal Companion Enhancements | ||
|- style="font-weight:bold;" | |- style="font-weight:bold;" | ||
| | | Hunter Level | ||
| | | AC | ||
| | | Intelligence | ||
| | | Wisdom | ||
| | | Characteristics | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 3 | | 3 | ||
Linha 255: | Linha 250: | ||
| +1 | | +1 | ||
| 7 | | 7 | ||
| style="text-align:left;" | | | style="text-align:left;" | Vital Improvement | ||
|- | |- | ||
| 4 | | 4 | ||
Linha 261: | Linha 256: | ||
| - | | - | ||
| 8 | | 8 | ||
| style="text-align:left;" | | | style="text-align:left;" | Physical Improvement | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 6 | | 6 | ||
Linha 267: | Linha 262: | ||
| +2 | | +2 | ||
| 9 | | 9 | ||
| style="text-align:left;" | Multi- | | style="text-align:left;" | Multi-Attack 1 | ||
|- | |- | ||
| 8 | | 8 | ||
Linha 273: | Linha 268: | ||
| - | | - | ||
| 10 | | 10 | ||
| style="text-align:left;" | | | style="text-align:left;" | Combat Enhancement - Damage | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 10 | | 10 | ||
Linha 279: | Linha 274: | ||
| +3 | | +3 | ||
| 11 | | 11 | ||
| style="text-align:left;" | | | style="text-align:left;" | Physical Improvement | ||
|- | |- | ||
| 12 | | 12 | ||
Linha 285: | Linha 280: | ||
| - | | - | ||
| 12 | | 12 | ||
| style="text-align:left;" | Multi- | | style="text-align:left;" | Multi-Attack 2 | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 14 | | 14 | ||
Linha 291: | Linha 286: | ||
| +4 | | +4 | ||
| 13 | | 13 | ||
| style="text-align:left;" | | | style="text-align:left;" | Combat Enhancement - Critical | ||
|- | |- | ||
| 16 | | 16 | ||
Linha 297: | Linha 292: | ||
| - | | - | ||
| 14 | | 14 | ||
| style="text-align:left;" | | | style="text-align:left;" | Physical Improvement | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 18 | | 18 | ||
Linha 303: | Linha 298: | ||
| +5 | | +5 | ||
| 15 | | 15 | ||
| style="text-align:left;" | Multi- | | style="text-align:left;" | Multi-Attack 3 | ||
|- | |- | ||
| 19 | | 19 | ||
Linha 309: | Linha 304: | ||
| - | | - | ||
| 16 | | 16 | ||
| style="text-align:left;" | | | style="text-align:left;" | Combat Enhancement - Damage | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 20 | | 20 | ||
Linha 315: | Linha 310: | ||
| +6 | | +6 | ||
| 18 | | 18 | ||
| style="text-align:left;" | | | style="text-align:left;" | Combat Enhancement - Critical | ||
|} | |} | ||
===Death of an Animal Companion=== | |||
If your animal companion is killed, you can spend 8 hours of work and 25 gp worth of rare herbs and exquisite foods to awaken your companion's spirit and create a new body for it, returning it to life. You can return an animal companion to life this way, even if it doesn't have any body parts. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion will leave you and be replaced by the restored companion. | |||
==Familiars and Animal Companion Improvements== | |||
Below are descriptions of the characteristics of familiars and animal companions: | |||
*'''''Combat Enhancement.''''' The familiar gains a benefit between increased damage die, which causes its attack to increase by 1 on the damage scale or take 1 additional damage-type die from your choice, or crit range decrease, specified next to the trait. | |||
*''''' | |||
*'''''Physical Enhancement.''''' The familiar receives +2 to Strength, Dexterity and Constitution, increasing its AC, the damage of its attacks and its hit points. Each increase in Constitution modifier increases the familiar's hit point maximum by 4 points per spellcasting level. | |||
*''''' | |||
*'''''Mystic Enhancement.''''' The familiar gains +1 to its casting DCs and +2 to Charisma. | |||
*''''' | |||
*'''''Vital Enhancement.''''' The familiar benefits from its caster's magical ability, receiving half of its caster's maximum hit points added to its hit points. Additionally, a familiar's hit points can be restored with an action, recovering 1 hit point for every 2 mana points, or 1 ki point, spent. | |||
*''''' | |||
*'''''Attack.''''' A familiar can attack on its turn a number of times equal to the value described. When a familiar gains the ability to attack, it does so with its caster's proficiency bonus plus the appropriate Attribute modifier (Dexterity or Strength) for the creature's attack type. The familiar's attacks deal the normal damage of the creature's attacks, plus its caster's proficiency bonus. | |||
*''''' | **Animal companions that already have the multi-attack trait receive each attack as an increment to the number of attacks they already make. | ||
** | |||
*'''''AC.''''' The familiar gains additional Armor Class per Natural Armor. | |||
*''''' | |||
*'''''Energy Emanation.''''' When the familiar is summoned, you must choose an energy emanation from the following: acid, electric, energy, ice, fire, necrotic, psychic, radiant, dark, thunder, or poisonous. When a familiar deals damage, you can choose whether the damage dealt is normal damage or the energy emanation damage type. | |||
*''''' | |||
*'''''Mindlink.''''' The range of mindlink, telepathic communication, and sharing of senses increases by 10 feet for each casting level of the spell. | |||
*''''' | |||
*'''''Speech.''''' The familiar can speak and hear languages known to its caster. | |||
*''''' | |||
*'''''Familiar Spell.''''' Choose a spell of up to 4th level that you know of that has no material components. Your familiar can cast it once per long rest without spending mana or ki points as a spellcaster of the same level as the summoner and using the summoner's or its own attributes. | |||
*''''' | |||
*'''''Multi Attack.''''' The creature can now attack more than once in its attack action. If it already has this feature, it can make an additional attack. | |||
*'''''Multi | |||
*'''''Energy Projection.''''' The familiar is capable of using an area attack using an attack action. It can perform this projection a number of times equal to half his caster's proficiency bonus per long rest. The attack has a 15-foot cone, creatures in that area must make a DC 8 + Caster's Spellcasting modifier + Caster's proficiency bonus Dexterity saving throw. On a failed save, an affected creature takes 2d6 damage equal to the Energy Emanation's damage type, or half as much on a successful one. A 6th-level spell has its damage increased to 4d6 and a 9th-level spell has its damage increased to 6d6. | |||
*''''' | |||
*'''''Saving Throw.''''' The familiar gains proficiency with a saving throw which its caster is proficient. | |||
*''''' | |||
{| class="wikitable criatura" style="vertical-align:middle; margin:auto auto 20px 20px; float: right;" min-width="500px" max-width="800px" width="50%" | {| class="wikitable criatura" style="vertical-align:middle; margin:auto auto 20px 20px; float: right;" min-width="500px" max-width="800px" width="50%" | ||
|- style="font-weight:bold; text-align:center; background-color:#F8F9FA;" | |- style="font-weight:bold; text-align:center; background-color:#F8F9FA;" | ||
! colspan="6" style="text-align:left; background-color:"#F8F9FA !important" | Familiar | ! colspan="6" style="text-align:left; background-color:"#F8F9FA !important" | Familiar | ||
|- | |- | ||
| colspan="6" style="border-bottom: 4px solid black; | ''(Celestial, | | colspan="6" style="border-bottom: 4px solid black; | ''(Celestial, Fey or Infernal) Tiny | ||
|- style="background-color:#F8F9FA;" | |- style="background-color:#F8F9FA;" | ||
| colspan="6" | <span class="tabColor"> | | colspan="6" | <span class="tabColor">Armor Class:</span> 13<br /> <span class="tabColor">Health points:</span> 9 (3d4+3)<br /> | ||
|- style="text-align:center; background-color:#F8F9FA; border-top: 4px solid black; " | |- style="text-align:center; background-color:#F8F9FA; border-top: 4px solid black; " | ||
| style="border-right: 1px solid black;| ''' | | style="border-right: 1px solid black;| '''STR''' | ||
| style="border-right: 1px solid black;| ''' | | style="border-right: 1px solid black;| '''DEX''' | ||
| style="border-right: 1px solid black;| '''CON''' | | style="border-right: 1px solid black;| '''CON''' | ||
| style="border-right: 1px solid black;| '''INT''' | | style="border-right: 1px solid black;| '''INT''' | ||
| style="border-right: 1px solid black;| ''' | | style="border-right: 1px solid black;| '''WIS''' | ||
| style="border-right: 1px solid black;| '''CAR''' | | style="border-right: 1px solid black;| '''CAR''' | ||
|- style="text-align:center; border-bottom: 4px solid black;" | |- style="text-align:center; border-bottom: 4px solid black;" | ||
Linha 409: | Linha 370: | ||
| style="border-right: 1px solid black;" | 7 (-2) | | style="border-right: 1px solid black;" | 7 (-2) | ||
|- style="background-color:#F8F9FA;" | |- style="background-color:#F8F9FA;" | ||
| colspan="6" | <span class="tabColor"> | | colspan="6" | <span class="tabColor">Skills:</span>Stealth +5, Perception +4 | ||
<span class="tabColor">Senses:</span> Passive Perception 14, darkvision 30 feet | |||
<span class="tabColor"> | |||
<span class="tabColor">Challenge Rate:</span> 0 (0 or 10 XP) | |||
<span class="tabColor"> | |||
|- style="background-color:#F8F9FA;" | |- style="background-color:#F8F9FA;" | ||
| colspan="6" style="border-top: 4px solid black;" | '''* | | colspan="6" style="border-top: 4px solid black;" | '''* Each familiar form has certain characteristics attached to that form which can be seen in the list below..''' | ||
|- style="background-color:#F8F9FA;" | |- style="background-color:#F8F9FA;" | ||
| colspan="6" class="tabColor" style="border-bottom: 4px solid black; line-height:30px;" | | | colspan="6" class="tabColor" style="border-bottom: 4px solid black; line-height:30px;" | Actions | ||
|- style="background-color:#F8F9FA;" | |- style="background-color:#F8F9FA;" | ||
| colspan="6" | ''''' | | colspan="6" | '''''Bite.''''' Familiar Strike: Melee attack +3 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) simple physical damage (related to the familiar's form). | ||
|- style="background-color:#F8F9FA;" | |- style="background-color:#F8F9FA;" | ||
| colspan="6" class="tabColor" style="border-bottom: 4px solid black;"| | | colspan="6" class="tabColor" style="border-bottom: 4px solid black;"| Runes | ||
|- style="background-color:#F8F9FA;" | |- style="background-color:#F8F9FA;" | ||
| colspan="6" | '''''ND0 - | | colspan="6" | '''''ND0 - Runic Pulse''''' | ||
'''''CR1 - Rune.''''' Elemental Attack | |||
''''' | |||
'''''CR3 - Mastery.''''' Damage | |||
''''' | |||
'''''CR5- Mastery.''''' Usage | |||
''''' | |||
|} | |} | ||
= | =Family Statistics= | ||
A familiar is a creature of celestial, fey, or nether essence, conjured through the spell [[Convocar Familiar/en|Summon Familiar]]. The creature follows the rules explained in Chapter 10: Magic - [[Familiares e Companheiros Animais/en|Familiars and Animal Companions]] and its characteristics are those of the following table. | |||
==Spider== | |||
== | '''Speed.''' 20 feet walk, 20 feet climb | ||
''' | |||
'''''Spider Climbing.''''' The spider can climb difficult surfaces, including upside down on the ceiling, without the need to make an attribute test. | |||
''''' | |||
'''''Web Sense.''''' While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. | |||
''''' | |||
'''''Web Walking.''''' The spider ignores movement restrictions caused by webs. | |||
''''' | |||
==Dog== | |||
'''Travel.''' 40 feet walk | |||
''' | |||
'''''Heightened Hearing and Smell.''''' The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. | |||
''''' | |||
'''''Packing Tactics.''''' The dog has advantage on attack rolls against a target if at least one of its allies is within 5 feet of the creature and the ally is not Incapacitated. | |||
''''' | |||
==Sea Horse== | |||
'''Movement.''' 0 feet walk, 20 feet swim | |||
''' | |||
'''''Waterbreath.''''' The seahorse can only breathe underwater. | |||
''''' | |||
==Snake== | |||
'''Speed.''' 30 feet walk, 30 feet swim | |||
''' | |||
==Owl== | |||
'''Speed.''' 5 feet walking, 60 flying | |||
''' | |||
'''''Flyover.''''' The owl does not provoke attacks of opportunity when it flies out of reach of an opponent. | |||
''''' | |||
'''''Acute Hearing and Vision.''''' The owl has advantage on Perception checks that rely on hearing or sight. | |||
''''' | |||
==Crow== | |||
'''Speed.''' 10 walk, 50 fly | |||
''' | |||
'''''Mimicry.''''' The crow can imitate simple sounds it has heard, such as someone whispering, a child crying or an animal chirping. The creature hearing the sound can discover the imitation by succeeding on a DC 10 Wisdom saving throw + the caster's proficiency bonus. | |||
''''' | |||
==Weasel== | |||
'''Speed.''' 30 foot walk | |||
''' | |||
'''''Accurate Hearing and Smell.''''' The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. | |||
''''' | |||
==Hawk == | |||
'''Speed.''' 10 feet of walking 60 feet of flying | |||
''' | |||
'''''Accurate Vision.''''' The hawk has advantage on Wisdom (Perception) checks that rely on its eyesight. | |||
''''' | |||
==Cat == | |||
'''Speed.''' 40 feet of walking 30 feet of climbing | |||
''' | |||
'''''Acute Smell.''''' The cat has advantage on Wisdom (Perception) checks that rely on smell. | |||
''''' | |||
==Lizard== | |||
'''Speed.''' 20 feet walk, 20 feet climb | |||
''' | |||
==Bat== | |||
'''Speed.''' 5 feet of walking, 30 feet of flying | |||
''' | |||
'''''Echolocation.''''' The bat cannot use its blindsight while it is deaf. | |||
''''' | |||
'''''Acute Hearing.''''' The bat has advantage on Wisdom (Perception) checks that depend on hearing. | |||
''''' | |||
==Fish== | |||
'''Speed.''' 0 feet walk, 40 feet swim | |||
''' | |||
'''''Waterbreath.''''' Fish can only breathe underwater. | |||
''''' | |||
==Octopus== | |||
'''Speed.''' 5 feet of walking and 20 feet of swimming swimming | |||
''' | |||
'''''Hold Your Breath.''''' While out of the water, the octopus can hold its breath for 30 minutes. | |||
''''' | |||
'''''Submerged Camouflage.''''' The octopus has advantage on Dexterity (Stealth) checks while underwater. | |||
''''' | |||
'''''Tentacle.''''' Melee Natural Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 1d4 bludgeoning damage, and the target is grappled (escape DC 10). Until this grab ends, the octopus cannot use its tentacles on another target. | |||
''''' | |||
'''''Ink Cloud''''' (Recharges after a short or long rest). The octopus squirts an inkjet, if underwater the inkjet turns into a 5-foot radius ink cloud that extends in all directions around the octopus. The area is heavily obscured for 1 minute, however a significantly strong water current may disperse the ink. After squirting the jet of ink, the octopus can use the Dash action as a bonus action. | |||
''''' | |||
==Mouse== | |||
'''Speed.''' 20 foot walk | |||
''' | |||
'''''Accurate Smell.''''' The rat has advantage on Wisdom (Perception) checks that rely on Smell. | |||
''''' | |||
==Frog == | |||
'''Speed.''' 20 feet walk, 20 feet swim | |||
''' | |||
'''''Amphibious.''''' The frog can breathe both air and water. | |||
''''' | |||
'''''Standing Jump.''''' The frog's long jump is up to 10 feet and the high jump is up to 5 feet, with or without a starting move. | |||
''''' | |||