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Familiars and Animal Companions

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Revisão de 22h19min de 8 de setembro de 2023 por Arddhu (discussão | contribs) (Criou página com '*'''''Mystic Enhancement.''''' The familiar gains +1 to its casting DCs and +2 to Charisma.')
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This article complies with version 0.94 of Runarcana RPG

Familars and Animal Companions

With the clear exception of adventurers who need or like to act alone, the vast majority seek companions to help carry the burden of their missions, either to help a cause or conquered sympathy, or by paths that crossed with common goals. Strength is often in numbers.

Although groups of humanoid adventurers are more common, it is not uncommon for adventurers to have other different companies, a few have companies such as familiars linked to their family or even conquered through pacts and deals, or even animals whose essence manages to connect to that of the adventurers.

More than creatures for a function, familiars and animal companions gain synergy with their partners, going through difficulties together and achieving an ever greater ability to act as a team.

The Familiars

Summoning creatures is typically a magical act that creates a simulacrum of an existing creature through the caster's magical power. The mystery of Invocation deals with utilizing the operator's magical energy in conjunction with spiritual energy, creating temporary forms that can be animated through the imprint of the operator's own vitality into these magical manifestations. Every invocation is a simulacrum of something existing, or the modification of it through the manipulation of this magical energy.

However, summoning a familiar is a different invocation, familiars are magical creatures, whether celestial, infernal or fey, and can originate from the Material, Spiritual and even Celestial Realm. These creatures approach spellcasters by resonance with their actions, causing an infernal familiar to rarely approach a good spellcaster or even a celestial familiar to approach an evil spellcaster. This is mainly determined by the conjurer's actions, as they reflect on his character, something that family members can quickly become aware of. Finally, fae familiars can approach anyone, greatly reflecting their oscillating, chaotic and completely unpredictable character.

Summoning a familiar is a step full of benefits and risks. Although the summoning can be done simply, as a mere cantrip, a conjurer is able to imbue arcane energy during the summoning, making the manifestation of this familiar much more powerful than that of a mere cantrip. Such an act has its risks, a familiar that has mana, or ki, imbued in its existence takes on an enhanced physical form, which grants it additional capabilities but also additional risks.

A familiar that is imbued with magical energy while it can accomplish much more, it also becomes susceptible to much more, at the risk of even true death. When true death afflicts a familiar, its summoner is marked by a taint caused by that death. This taint prevents other familiars from being summoned, leaving the summoner to find a way to compensate for such a loss among familiars of the same origin. Such a compensation can be something extremely complicated and without danger, but it can also be a deadly mission given based on familiar, fey, celestial or fiend type temperament. Thus, although there are benefits, they are linked to greater responsibility.

Characteristics of Familiars

Familiars are magical creatures, whether they are celestial, infernal or fey, and can originate from the Material, Spiritual and even Celestial Realms. When a spellcaster summons a familiar, he is making a pact with that creature, in exchange for its mana, or ki, the familiar does its caster's will.

  • Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls his own initiative and acts on its own turn. A familiar cannot normally attack, but it can perform other actions as usual.
  • When a familiar drops to 0 hit points, it disappears, leaving no physical body behind. It reappears after you cast this spell again.
  • While your familiar is within 100 feet of you, you gain a benefit based on the familiar's form, see the Familiar Link table for more information.
  • While your familiar is within 100 feet of you, you can communicate with it telepathically. In addition, as an action, you can see through the familiar's eyes and hear through its ears until the start of your next turn, gaining the benefits of any special senses the familiar possesses. During this period, you will be Blind and Deaf to your own senses.
  • As an action, you can temporarily dismiss your familiar. It disappears into a dimensional bag where it awaits your summons. Alternatively, you can dismiss it forever. As an action, while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
  • You cannot have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause your existing familiar to adopt a new form. Choose one of the ways from the list above. Your familiar transforms into the chosen creature.
  • Finally, when you cast a spell with range of touch, your familiar can transmit the spell as if it cast it. Your familiar must be within 100 feet of you and must use its reaction to transmit the spell when you cast it. If the spell requires an attack roll, the familiar makes the necessary attack roll.
  • The final death of a Familiar can happen due to some effects with a taint, causing new familiars not to accept the summon. A spellcaster bearing the taint of a familiar's true death must regain the creatures' trust before he can summon a familiar again. When the spellcaster with the taint casts the spell, he expends all resources as normal, but the spell has no effect.
Familiar Link
Shape Tier 1 Tier 2 Tier 3
Spider Half your speed becomes climbing speed Your speed becomes climbing speed You become immune to the Poisoned and Intoxicated condition
Dog Proficiency with Perception to sniff Pack Tactic once per long rest. Pack Tactics a number of times equal to half your proficiency bonus per long rest.
Seahorse You gain resistance to one type of physical damage. You gain immunity to one type of physical damage. You gain immunity to one type of magical physical damage
Snake Proficiency with Persuasion You make saving throws against mind control effects with advantage You cannot be surprised in combat.
Owl You gain 60 feet of darkvision You gain 120 feet of darkvision Your darkvision is not affected by magical darkness.
Crow Proficiency with Sleight of Hand A number of times equal to half your long rest Proficiency bonus, you can gain a Specialty with any skill for up to one hour You can reroll an unsuccessful roll and take the new result a number of times equal to half your proficiency bonus per long rest.
Weasel Dexterity Saving Throw Enhancement You gain resistance to one type of magical physical damage. You gain immunity to one type of magical physical damage and resistance to two types of magical elemental damage.
Hawk Proficiency with Perception to see in the light You add half your proficiency bonus to ranged attacks You can cast true seeing upon yourself a number of times equal to half your proficiency bonus.
Cat Proficiency with Stealth on land Your speed increases by 20 feet. You can use Evasion a number of times equal to half your long rest proficiency bonus.
Lizard The caster recovers 1 hit point per hour The caster regains 1 hit point every 30 minutes or at the start of his turn when in combat. The caster regains his Constitution modifier in hit points every 10 minutes or at the start of his turn when in combat.
Bat Proficiency with Perception to listen You can activate blindsight within 30 feet for a number of rounds equal to your proficiency bonus a number of times equal to half your long rest proficiency bonus. Blindsight, when activated, reaches 60 feet.
Fish Half of your speed becomes swim speed. Your speed becomes your swim speed. While underwater, you become resistant to all magical physical damage.
Octopus Proficiency with Stealth underwater Once per long rest while underwater, you can cast invisibility on yourself as a reaction to being attacked with no mana or ki expenditure. You can cast invisibility on yourself as a reaction to being attacked without expending mana or ki a number of times equal to half your proficiency bonus per long rest.
Mouse Improvement in Constitution Saving Throws Improvement in Dexterity and Strength Saving Throws Improvement in Wisdom and Intelligence Saving Throws
Frog Your jump distance and height are doubled. Your jump distance and height double again. You gain resistance to bludgeoning damage. You ignore falling damage and gain resistance to one type of magical physical damage.
* If you already have a speed and receive it through a benefit, you instead receive 5 times your proficiency bonus in additional feet at that speed. At Tier 2 this bonus is doubled.
* Improved Saving Throws causes the caster to add half his proficiency bonus to saving throws made with the specified attribute.
* When a familiar grants proficiency with a skill, if the caster already has it, it gains proficiency.
* Pack Tactics. When you cast a spell against a target, you can activate an effect forcing the target to make a Wisdom saving throw equal to your spell save DC. On a failed save, the target is restrained and your allies have advantage against the target until the start of your next turn.

Final Death

A familiar can meet true death or final death in a few ways, including (but not limited to) the following: Death from exhaustion, death from effects such as the disintegrate spell, death from true damage.

Conjuration at Higher Levels

The cantrip summon familiar can be performed normally as a cantrip or at higher levels as a spell, consuming mana points, or ki, which amplify the power of the summoning when performed at higher levels. The familiar's maximum casting level is equal to the maximum spell level the caster is capable of casting. For each spellcasting level above trick, 1 mana point, or ki, is required, and when you cast a familiar using mana points, or ki, the familiar receives some benefits based on the level of the conjuration made. This mana or ki cost cannot be reduced. A familiar must feed normally like the creature whose form it was cast from, and in addition to that, it requires a point of mana or ki at the end of each long rest granted by its summoner. If it doesn't gain that point of mana or ki, the familiar gains a level of Exhaustion that can be recovered by spending a point of its summoner's mana or ki. Accumulating levels of Exhaustion in this way can cause a familiar's Final Death.

Familiar Enhancements
Spell Level AC CR Intelligence Characteristics
1 +1 0 7 Attack 1, Vital Improvement, Mindlink
2 - 1/4 8 Saving Throw, Energetic Emanation, Speech
3 +2 1/2 9 Energy Projection
4 1 10 Attack 2, Physical Enhancement, Familiar Link Tier 2
5 +3 2 11 Mystical Enhancement
6 3 12 Physical Improvement
7 +4 4 13 Attack 3, Mystic Enhancement, Saving Throw
8 5 14 Familiar Magic, Familiar Link Tier 3
9 +5 6 15 Physical Enhancement, Mystic Enhancement

Animal Companion

The Hunters of the Beast Friend's Enclave specialize in synergy with those animals that are found, recruited, trained, and which inevitably end up creating a bond far greater than that of a simple pet. Sharing the pains and victories, feeling through each other's senses, much more than that is possible when these two essences intertwine.

It is not uncommon that many of these Hunters prefer animal company to the company of humanoid creatures, this may be reflected precisely because the connection between the two is so strong that thoughts and feelings are shared, causing a supernatural harmony to exist.

When an animal companion is found by a Best Friend and the connection established between the two goes beyond the one he has with other creatures, as if they were a single soul divided into two bodies, this allows both to train each other, knowing their abilities. capabilities and their limits, often managing to cover these limits by working together.

Just as a Hunter evolves in its characteristics when receiving new levels, part of this is reflected in its animal companion, as it participates in adventures and shares part of its essence with the hunter.

Features of Animal Companions

An Animal Companion sheet is based on an animal in the form of a Large beast or smaller that has a maximum Challenge Rating of 1. The beast has the statistics of a normal member of its species, with changes due to the bond with the hunter and also characteristics that are obtained through the evolution of the hunter.

In addition to the beast base traits, the animal companion gains the following traits or modifications;

  • Your animal companion uses your proficiency bonus instead of its own.
  • Your animal companion gains proficiency in two matching skills of your choice and all saving throws.
  • Your animal companion obeys your commands as best it can. It rolls its own initiative, but you determine its actions, decisions, attitudes and so on. If you are Incapacitated or absent, your animal companion acts on its own.
  • The Companion gains Runes at the same progression as a normal character based on their Hunter's character level. Check out the Rune Progression table in Chapter 5: Customization.
  • The creature's Wisdom becomes that from the Wisdom column of the Animal Companion's Enhancements table, or its own if that is greater. Check out the Animal Companion Upgrades table.
  • It gains a bonus to its Intelligence equal to the value in the Intelligence column of the Animal Companion Enhancements table.
  • Its Armor Class receives a bonus based on the AC column of the Animal Companion Enhancements table.
  • Your Animal Companion receives traits based on your character level.
  • 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.

Animal Companion Enhancements
Hunter Level AC Intelligence Wisdom Characteristics
3 +1 +1 7 Vital Improvement
4 - - 8 Physical Improvement
6 +2 +2 9 Multi-Attack 1
8 - 10 Combat Enhancement - Damage
10 +3 +3 11 Physical Improvement
12 - - 12 Multi-Attack 2
14 +4 +4 13 Combat Enhancement - Critical
16 - 14 Physical Improvement
18 +5 +5 15 Multi-Attack 3
19 - - 16 Combat Enhancement - Damage
20 +6 +6 18 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.
  • Aprimoramento Vital. O familiar se beneficia da capacidade mágica de seu conjurador, recebendo metade dos pontos de vida máximos de seu conjurador somados aos seus pontos de vida. Adicionalmente, os pontos de vida de um familiar podem ser recuperados com uma ação, recuperando 1 ponto de vida para cada 2 pontos de mana, ou 1 ponto de ki, gastos.
  • Ataque. Um familiar pode atacar em seu turno um número de vezes igual ao valor descrito. Quando um familiar recebe a capacidade de atacar, ele o faz com o bônus de proficiência de seu conjurador somado ao modificador de Atributo (Destreza ou Força) adequado para o tipo de ataque da criatura. Os ataques do familiar causam o dano normal dos ataques da criatura, somado ao bônus de proficiência de seu conjurador.
    • Companheiros Animais que já possuem a característica multi-ataque recebem cada ataque como um incremento ao número de ataques que já fazem.
  • CA. O familiar recebe Classe de Armadura adicional por Armadura Natural.
  • Emanação Energética. Quando o familiar é convocado, você deve escolher uma emanação energética entre as seguintes: ácido, elétrico, energético, gélido, ígneo, necrótico, psíquico, radiante, sombrio, trovejante ou venenoso. Quando um familiar causa dano, você pode escolher se o dano causado é o dano normal ou o tipo de dano da emanação energética.
  • Elo Mental. O alcance de elo mental, comunicação telepática e compartilhamento de sentidos aumenta em 10 pés para cada nível de conjuração da magia.
  • Fala. O familiar é capaz de falar e ouvir idiomas que sejam de conhecimento de seu conjurador.
  • Magia Familiar. Escolha uma magia de até 4º nível que você conheça que não tenha componentes materiais. Seu familiar pode conjurá-la 1 vez por descanso longo sem gastar pontos de mana ou ki como um conjurador de mesmo nível do convocador e utilizando os atributos do convocador ou o próprio.
  • Multi Ataque. A criatura passa a poder atacar mais de uma vez em sua ação de ataque. Caso ela já tenha essa característica, ela passa a poder fazer um ataque adicional.
  • Projeção de Energia. O familiar é capaz de utilizar um ataque em área usando uma ação de ataque. Ele pode realizar essa projeção um número de vezes igual a metade do bônus de proficiência do seu conjurador por descanso longo. O ataque tem uma área de cone de 15 pés, criaturas nessa área devem realizar uma salvaguarda de Destreza CD 8 + modificador de Conjuração do Conjurador + bônus de proficiência do Conjurador. Em uma falha, uma criatura afetada sofre 2d6 de dano igual ao tipo de dano da Emanação Energética, ou metade disso em um sucesso. Uma conjuração de 6º nível tem seu dano aumentado para 4d6 e uma de 9º nível tem seu dano aumentado para 6d6.
  • Salvaguarda. O familiar recebe proficiência com uma salvaguarda com a qual seu conjurador seja proficiente.


Familiar
(Celestial, Feérico ou Ínfero) Miúdo
Classe de armadura: 13
Pontos de Vida: 9 (3d4+3)
FOR DES CON INT SAB CAR
8 (-1) 16 (+3) 11 (0) 3 (-4) 14 (+2) 7 (-2)
Perícias:Furtividade +5, Percepção +4

Sentidos: Percepção passiva 14, visão no escuro 30 pés

Nível de Desafio: 0 (0 ou 10 XP)

* Cada forma familiar possui determinadas características ligadas a essa forma que podem ser vistas na lista abaixo.
Ações
Mordida. Golpe do Familiar: Ataque corpo a corpo +3 para atingir, alcance 5 pés, um alvo. Acerto: 5 (1d4 + 3) de dano físico simples (relacionado à forma do familiar).
Runas
ND0 - Pulso Rúnico

ND1 - Runa. Ataque Elemental

ND3 - Maestria. Dano

ND5 - Maestria. Uso

Estatísticas de Familiares

O familiar é uma criatura de essência celestial, feérica ou ínfera, conjurada através da magia Convocar Familiar. A criatura segue as regras explicadas mno Capítulo 10: Magia - Familiares e Companheiros Animais e suas características são das da tabela a seguir.

Aranha

Deslocamento. 20 pés de caminhada, 20 pés de escalada

Escalada de Aranha. A aranha pode escalar superfícies difíceis, inclusive de cabeça para baixo no teto, sem a necessidade de fazer um teste de atributo.

Sentido de Teia. Enquanto em contato com uma teia, a aranha sabe a exata localização de qualquer outra criatura em contato com a mesma teia.

Andar na Teia. A aranha ignora restrições de movimento causadas por teias.

Cachorro

Deslocamento. 40 pés de caminhada

Audição e Olfato Aguçados. O cachorro possui vantagem em testes de Sabedoria (Percepção) que dependem da audição ou do olfato.

Táticas de Bando. O cachorro tem vantagem em jogadas de ataque contra um alvo se pelo menos um dos aliados dele estiver a 5 pés da criatura e o aliado não estiver Incapacitado.

Cavalo Marinho

Deslocamento. 0 pés de caminhada, 20 pés de natação

Respirar na Água. O cavalo marinho somente pode respirar debaixo d'água.

Cobra

Deslocamento. 30 pés de caminhada, 30 pés de natação

Coruja

Deslocamento. 5 pés de caminhada, 60 de voo

Sobrevoo. A coruja não provoca ataques de oportunidade quando voa para fora do alcance de um oponente.

Audição e Visão Aguçadas. A coruja tem vantagem em testes de Percepção que dependam da audição ou da visão.

Corvo

Deslocamento. 10 caminhada, 50 vôo

Mimetismo. O corvo pode imitar sons simples que tenha ouvido, como alguém sussurrando, uma criança chorando ou o chilrear de um animal. A criatura que ouve o som pode descobrir a imitação sendo bem sucedida em um salvaguarda de Sabedoria DC 10 + o bônus de proficiência do conjurador.

Doninha

Deslocamento. 30 pés de caminhada

Audição e Olfato Apurados. A doninha possui vantagem em testes de Sabedoria (Percepção) que dependam da audição ou do olfato.

Falcão

Deslocamento. 10 pés de caminhada 60 pés de vôo

Visão Apurada. O falcão possui vantagem em testes de Sabedoria (Percepção) que dependam de sua visão.

Gato

Deslocamento. 40 pés de caminhada 30 pés de escalada

Olfato Apurado. O gato possui vantagem em testes de Sabedoria (Percepção) que dependam do olfato.

Lagarto

Deslocamento. 20 pés de caminhada, 20 pés de escalada

Morcego

Deslocamento. 5 pés de caminhada, 30 pés de vôo

Ecolocalização. O morcego não pode usar sua percepção às cegas enquanto estiver surdo.

Audição Apurada. O morcego possui vantagem em testes de Sabedoria (Percepção) que dependam da audição.

Peixe

Deslocamento. 0 pés de caminhada, 40 pés de natação

Respirar na Água. O peixe pode respirar somente debaixo d'água.

Polvo

Deslocamento. 5 pés de caminhada e 20 pés de natação natação

Prender a Respiração. Enquanto estiver fora da água o polvo pode prender sua respiração por 30 minutos.

Camuflagem Submersa. O polvo possui vantagem em testes de Destreza (Furtividade) enquanto estiver debaixo d 'água.

Tentáculo. Ataque de Arma Natural Corpo a Corpo: +4 para atingir, alcance 5 pés, um alvo. Acerto 1d4 de dano concussivo, e o alvo está agarrado (CD 10 para escapar). Até que esse agarrão acabe, o polvo não pode usar os seus tentáculos em outro alvo.

Nuvem de tinta (Recarga após um descanso curto ou longo). O polvo esguicha um jato de tinta, caso esteja debaixo d'água o jato de tinta se transforma em uma nuvem de tinta com 5 pés de raio que se estende em todas as direções ao redor do polvo. A área é fortemente obscurecida por 1 minuto, entretanto uma corrente d'água significativamente forte pode dispersar a tinta. Após esguichar o jato de tinta, o polvo pode usar ação Disparada como uma ação bônus.

Rato

Deslocamento. 20 pés de caminhada

Olfato Apurado. O rato possui vantagem em testes de Sabedoria (Percepção) que dependam do Olfato.

Sapo

Deslocamento. 20 pés de caminhada, 20 pés de natação

Anfíbio. O sapo pode respirar tanto ar como água.

Salto Parado. O salto em distância do sapo é até 10 pés e o salto em altura é até 5 pés, com ou sem um movimento de inicio.