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(Criou página com 'Utilizing your runic potency to protect your allies is something you've learned to do like no other. <div style="text-indent: 30px;">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.</div> <div style="text-inde...')
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This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG]
This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG]
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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.
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.</div>
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==Enhanced Weaponry==
===Enhanced Weaponry===


''Prerequisito: Level 8''
''Prerequisito: Level 8''
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<div style="text-indent: 30px;">'''''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.</div>
<div style="text-indent: 30px;">'''''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.</div>


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'''Mastery''':
'''Mastery''':
*'''Duration''': +1 round per mastery
*'''Duration''': +1 round per mastery
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==Elemental Attack==
===Elemental Attack===
'''Pulse''': Ruby
'''Pulse''': Ruby


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==Run Over==
===Run Over===
'''Pulse''': Emerald
'''Pulse''': Emerald


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==Elemental Aura==
===Elemental Aura===
''Prerequisite: Level 8''
''Prerequisite: Level 8''


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==Runic Barrier==
===Runic Barrier===
'''Pulse''': Emerald
'''Pulse''': Emerald


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==Blessing of the Crimson Elder==
===Blessing of the Crimson Elder===
''Prerequisite: Level 15''
''Prerequisite: Level 15''


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==Warden’s Blessing==
===Warden’s Blessing===
''Prerequisite: Level 8''
''Prerequisite: Level 8''


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==Stellar Blessing==
===Stellar Blessing===
''Prerequisite: Level 8''
''Prerequisite: Level 8''


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'''Use''': Half of your Proficiency
'''Use''': Half of your Proficiency


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You have learned to channel your Rune potency to restore and strengthen the bodies of your allies.
Você aprendeu a canalizar suas potências Rúnicas para restaurar e fortalecer o corpo de seus aliados.
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">Ao ativar essa Runa, escolha até 5 criaturas à sua escolha que você possa ver em um raio de 10 pés de você, elas recuperam seu dado de Pulso vezes metade do seu bônus de Proficiência em pontos de vida. Adicionalmente, cada criatura pode remover uma quantidade de pontos de Exaustão igual a metade do bônus de Proficiência de cada um. Uma criatura não pode ser alvo mais de uma vez.</div>
<div style="text-indent: 30px;">'''''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).</div>
<div style="text-indent: 30px;">'''''Brilho Estelar'''''. Sempre que você usar um efeito de Runa, Habilidade de Classe ou Magia, que cure um alvo que não seja você, você recebe seu dado de Pulso em Pontos de Vida temporários com duração de um número de rodadas igual ao seu bônus de Proficiência ou até serem consumidos (o que acontecer primeiro).</div>
'''Mastery''':
'''Maestria''':
*'''Target''': For each mastery, a target can be targeted more than once.
*'''Alvo''': Para cada maestria, um alvo pode ser alvo mais de uma vez.
*'''Use''': +1 use per mastery
*'''Uso''': +1 uso por maestria
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===Blind===
=Blind=
'''Pulse''': Sapphire
'''Pulse''': Sapphire
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'''Synergy''': Add the Proficiency bonus to damage and half the Proficiency to the Pulse Dice result
'''Synergy''': Add the Proficiency bonus to damage and half the Proficiency to the Pulse Dice result
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<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">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.</div>


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'''Mastery''':
'''Mastery''':
*'''Damage''': +1 in damage dice category per mastery
*'''Damage''': +1 in damage dice category per mastery
*'''Use''': +1 use per mastery
*'''Use''': +1 use per mastery
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===Healing===
=Healing=
'''Pulse''': Diamond
'''Pulse''': Diamond
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'''Synergy''': Surplus turns into temporary hit points until a long rest and half of the Proficiency is added to the Pulse Dice result.
'''Synergy''': Surplus turns into temporary hit points until a long rest and half of the Proficiency is added to the Pulse Dice result.
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<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">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.</div>


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'''Mastery''':
'''Mastery''':
*'''Damage''': +1 in damage dice category per mastery
*'''Damage''': +1 in damage dice category per mastery
*'''Use''': +1 use per mastery
*'''Use''': +1 use per mastery
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===Dehydration===
''Prerequisite: Level 8''


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'''Pulse''': Sapphire<br/>
==Desidratação==
'''Synergy''': Add half your proficiency bonus to saving throws against effects that cause Exhaustion.<br/>
''Pré-requisito: Nível 8''
'''Use''': Half of your Proficiency
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Deeply weakening an enemy is easy for you.
'''Pulso''': Safira<br/>
<div style="text-indent: 30px;">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.</div>
'''Sinergia''': Adicione metade do seu bônus de proficiência a salvaguardas contra efeitos que causem Exaustão.<br/>
<div style="text-indent: 30px;">'''''Body Control'''''. When you finish a long rest and remove points of exhaustion, you remove an additional 1d4 points of exhaustion.</div>
'''Uso''': Metade da Proficiência
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'''''Mastery''''':
Enfraquecer profundamente um inimigo é algo fácil para você.
*'''''CD''''': +2 to DC per mastery
<div style="text-indent: 30px;">Ao realizar um ataque, você pode ativar essa runa para forçar o alvo a realizar uma salvaguarda de Constituição. Em uma falha, a criatura recebe 1d4 pontos de Exaustão, em um sucesso ela não recebe nenhuma penalidade. Uma criatura que já tenha sido afetada por essa Runa, ao ser novamente alvo da mesma recebe apenas 1 ponto de exaustão.</div>
*'''''Use''''': +1 use per mastery
<div style="text-indent: 30px;">'''''Controle Corporal'''''. Ao concluir um descanso longo e remover pontos de exaustão, você remove 1d4 pontos de exaustão adicionais.</div>
'''Maestria''':
*'''CD''': +2 na CD por maestria
*'''Uso''': +1 uso por maestria
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===Energized Shot===
=Energized Shot=
'''Pulse''': Sapphire
'''Pulse''': Sapphire
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'''Synergy''': Add the Proficiency bonus to damage and half the Proficiency to the Pulse Dice result
'''Sinergia''': Adicione o bônus de Proficiência ao dano e metade da Proficiência ao resultado do Dado de Pulso
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'''Use''': Half your Proficiency
'''Use''': Half your Proficiency
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<div style="text-indent: 30px;">Upon activating this rune, your next ranged attack deals your Pulse dice in additional damage.</div>
<div style="text-indent: 30px;">Upon activating this rune, your next ranged attack deals your Pulse dice in additional damage.</div>


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'''Mastery''':
'''Mastery''':
*'''Damage''': +1 in damage dice category per mastery
*'''Damage''': +1 in damage dice category per mastery
*'''Use''': +1 use per mastery
*'''Use''': +1 use per mastery
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===Voracious Shots===
''Prerequisite: Level 8''


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'''Pulse''': Sapphire<br/>
==Disparos Vorazes==
'''Synergy''': Add your proficiency bonus to elemental blast damage and the blast range increases by 5 feet<br/>
''Pré-requisito: Nível 8''
'''Use''': Half of your Proficiency
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You know how to imbue your weapons with the elemental power granted by runes.
'''Pulso''': Safira<br/>
<div style="text-indent: 30px;">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).
'''Sinergia''': Adicione seu bônus de proficiência ao dano da explosão elemental e o alcance da explosão aumenta em 5 pés<br/>
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.</div>
'''Uso''': Metade da Proficiência
<div style="text-indent: 30px;">'''''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.</div>
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'''''Mastery''''':
Você sabe como imbuir suas armas com o poder elemental concedido pelas runas.
*'''''Duration''''': +1 round per mastery
<div style="text-indent: 30px;">Ao escolher essa Runa, você deve escolher um dos elementos a que você tenha acesso da tabela Elementos e Tipos de Dano presente no Capítulo 10, caso você possua a Runa: Ataque Elemental, você pode utilizar os elementos escolhidos em ambas as runas ao ativá-las, declarando o elemento utilizado previamente.</div>
*'''''Use''''': +1 use per mastery
<div style="text-indent: 30px;">Ao ativar essa Runa, seus ataques à distância são fortalecidos por energia elemental, por 2 rodadas, seus ataques com armas à distância ou com magia (contra apenas um alvo) recebem metade do seu bônus de proficiência como bônus em jogadas de acerto e seu dado base de Pulso como dano elemental do tipo escolhido.</div>
<div style="text-indent: 30px;">'''''Explosão Elemental'''''. Quando um ataque fortalecido é bem sucedido, criaturas à sua escolha a até 5 pés do alvo devem fazer uma salvaguarda de Destreza, em uma falha recebem metade desse dano, em um sucesso não recebem dano algum.</div>
'''Maestria''':
*'''Duração''': +1 rodada por maestria
*'''Uso''': +1 uso por maestria
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===Elegy===
==Elegia==
''Prerequisite: Level 15''
''Pré-requisito: Nível 15''
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'''Pulse''': Amethyst<br/>
'''Pulso''': Ametista<br/>
'''Synergy''': You gain resistance to necrotic damage<br/>
'''Sinergia''': Você recebe resistência a dano necrótico<br/>
'''Use''': Half of your Proficiency
'''Uso''': Metade da Proficiência
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The silent symphony of death found in you an appreciator and propagator.
A sinfonia silente da morte encontrou em você um apreciador e propagador.
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">Usando sua reação ao acertar um alvo com um ataque com arma à distância ou com um ataque com magia à distância, você pode imbuir o mesmo com imensa energia necrótica. Ao atingir uma criatura com esse ataque uma área nebulosa de 10 pés centrada no seu alvo é criada, criaturas que estiverem dentro dessa área, ou começarem seus turnos dentro dela, deverão realizar uma salvaguarda de Constituição, se falharem irão receber seu dado de Pulso em dano necrótico e 1 ponto de exaustão. Essa névoa têm uma duração de 3 rodadas e se afasta 10 pés numa direção à sua escolha no começo de cada um dos seus turnos. Um vento forte é capaz de dissipar essa área.</div>
<div style="text-indent: 30px;">'''''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.</div>
<div style="text-indent: 30px;">'''''Força Necrótica'''''. Você pode remover 1 ponto de vida do seu máximo de pontos de vida e 1 ponto de vida atual (não pode ser mitigado) e adicionar 1d4 de dano necrótico a qualquer magia de ataque à distância ou ataque com arma à distância. Esse efeito pode ser declarado após saber que o ataque acertou, mas antes de jogar o dano causado. Pontos de vida removidos dessa forma só podem ser recuperados após um descanso pleno ou a magia restauração maior.</div>
'''Mastery''':
'''Maestria''':
*'''Duration''': +1 round per mastery
*'''Duração''': +1 rodada por maestria
*'''Use''': +1 use per mastery
*'''Uso''': +1 uso por maestria
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===Verdant Link===
==Enlace Virente==
''Prerequisite: Level 8''
''Pré-requisito: Nível 8''
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'''Pulse''': Diamond<br/>
'''Pulso''': Diamante<br/>
'''Synergy''': Your attacks against creatures contained by this rune deal your base Pulse dice as bonus damage.<br/>
'''Sinergia''': Seus ataques contra criaturas contidas por essa runa causam seu dado base de Pulso como dano adicional.<br/>
'''Use''': Half of your Proficiency
'''Uso''': Metade da Proficiência
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Nature can be a great ally and you know how to take advantage of it.
A natureza pode ser uma grande aliada e você sabe como tirar proveito disso.
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">Utilizando uma ação bônus, você cria vinhas saídas do chão em uma linha de 30 pés de comprimento por 10 pés de largura iniciada em você. Criaturas nessa linha devem realizar uma salvaguarda de Destreza. Em uma falha, uma criatura ficará Contida por 3 rodadas, podendo fazer uma salvaguarda de Força no final de cada um de seus turnos para encerrar esse efeito em um sucesso. Criaturas que tenham sido atingidas pelo enlace fazem ataques contra você com desvantagem por 3 rodadas após terem sido soltas.</div>
<div style="text-indent: 30px;">'''''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.</div>
<div style="text-indent: 30px;">'''''Percepção Vegetal'''''. Você é capaz de saber quais tipos de vegetais (mas não criaturas), árvores, raízes, frutos, etc, estão em um raio de 600 pés de você. Caso você não conheça esses vegetais, você consegue ter uma noção se são venenosos ou se podem ser usados para nutrição.</div>
'''Mastery''':
'''Maestria''':
*'''Duration''': +1 round per mastery
*'''Duração''': +1 rodada por maestria
*'''Use''': +1 use per mastery
*'''Uso''': +1 uso por maestria
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===Energize Attack===
=Energize Attack=
'''Pulse''': Ruby
'''Pulse''': Ruby
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'''Synergy''': Half proficiency in additional turns and Pulse Dice
'''Synergy''': Half proficiency in additional turns and Pulse Dice
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*'''Use''': +1 use per mastery
*'''Use''': +1 use per mastery


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===Shield===
'''Pulse''': Emerald or Diamond
'''Pulse''': Emerald or Diamond
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'''Synergy''': Add half your Proficiency bonus to the duration and to the Pulse Dice result
'''Synergy''': Add half your Proficiency bonus to the duration and to the Pulse Dice result
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*'''Use''': +1 use per mastery
*'''Use''': +1 use per mastery


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==Fôlego de Guerra==
===Breath of War===
''Pré-requisito: Nível 15''
''Prerequisite: Level 15''
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'''Pulse''': Emerald<br/>
'''Pulso''': Esmeralda<br/>
'''Synergy''': Add your character level to your maximum hit points<br/>
'''Sinergia''': Adicione seu nível de personagem aos seus pontos de vida máximos<br/>
'''Use''': Half of your Proficiency
'''Uso''': Metade da Proficiência
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Your endurance surpasses the supernatural when you wield this runic power.
Sua resistência ultrapassa o sobrenatural quando você utiliza esse poder rúnico.
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">Com um uso dessa ruma, pelo próximo minuto, você aumenta seus pontos de vida máximos e atuais em duas vezes o seu dado de Pulso, desde que não esteja Incapacitado, recebe +4 em sua CA e RD 5/ dano verdadeiro (esse bônus não é cumulativo) e pode fazer um ataque adicional em sua ação de ataque. Adicionalmente, você remove 1d4 pontos de Exaustão que você possua. Além disso, caso você possua a Runa Bênção do Vigia, você pode conceder esses bônus para um aliado no alcance de seu toque ao invés de você mesmo.</div>
<div style="text-indent: 30px;">'''''Unrivaled Stamina'''''. You gain half your proficiency bonus as DR/true damage.</div>
<div style="text-indent: 30px;">'''''Vigor Incomparável'''''. Você recebe metade de seu bônus de proficiência como RD/ dano verdadeiro</div>
'''Mastery''':
'''Maestria''':
*'''Duration''': +1 round per mastery
*'''Duração''': +1 rodada por maestria
*'''Use''': +1 use per mastery
*'''Uso''': +1 uso por maestria
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==Força Adamantina==
===Adamantine Force===
''Pré-requisito: Nível 15''
''Prerequisite: Level 15''
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'''Pulse''': Diamond<br/>
'''Pulso''': Diamante<br/>
'''Synergy''': You recover 1 point of mana every 4 hours, this amount is modified by the region's Mana level.<br/>
'''Sinergia''': Você recupera 1 ponto de mana a cada 4 horas, esse valor é modificado pelo nível de Mana da região.<br/>
'''Use''': Half of your Proficiency
'''Uso''': Metade da Proficiência
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Using this runic power brings you closer to the structural base of magic, causing mana to flow in a powerful way.
Utilizar esse poder rúnico aproxima você da base estrutural da magia, fazendo com que a mana flua de forma poderosa.
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">Consumindo um uso dessa Runa, não estando sob qualquer outro poder rúnico, você perde seu deslocamento completo por 2 rodadas. Durante esse tempo todas magias lançadas por você são lançadas como um nível acima sem consumir pontos de mana adicionais, a CD de suas magias é aumentada em metade do seu bônus de proficiência, o dano ou cura de suas magias é aumentado em uma categoria e você recebe seu bônus de proficiência como RD/ dano verdadeiro. Ao término da runa, você recebe 2 pontos de exaustão.</div>
<div style="text-indent: 30px;">'''''Blessing of Mana'''''. You add your character level to your maximum mana points.</div>
<div style="text-indent: 30px;">'''''Bênção da Mana'''''. Você adiciona seu nível de personagem ao seus pontos de mana máximos.</div>
'''Mastery''':
'''Maestria''':
*'''Duration''': +1 round per mastery
*'''Duração''': +1 rodada por maestria
*'''Use''': +1 use per mastery
*'''Uso''': +1 uso por maestria
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===Luminary Spear===
==Lança Luminar==
''Prerequisite: Level 15''
''Pré-requisito: Nível 15''
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'''Pulse''': Ruby<br/>
'''Pulso''': Rubi<br/>
'''Synergy''': Add your proficiency bonus to damage<br/>
'''Sinergia''': Adicione seu bônus de proficiência ao dano<br/>
'''Use''': Half of your Proficiency
'''Uso''': Metade da Proficiência
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Light is capricious as an element, using this Rune has its price.
=Fear Particle=
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">'''''Luminous Defense'''''. You make rolls with advantage against effects that cause Blindness.</div>
'''Mastery''':
*'''DC''': +2 to DC per mastery
*'''Use''': +1 use per mastery
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===Fear Particle===
'''Pulse''': Amethyst
'''Pulse''': Amethyst
</div>


'''Synergy''': Add Proficiency bonus to damage and half to DC and Pulse Dice
'''Synergy''': Add Proficiency bonus to damage and half to DC and Pulse Dice
Linha 397: Linha 351:
You are able to use your runic energy to create fear in a target.
You are able to use your runic energy to create fear in a target.


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<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">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.</div>
'''Mastery''':
'''Mastery''':
*'''Damage''': +1 in damage dice category per mastery
*'''Damage''': +1 in damage dice category per mastery
*'''Use''': +1 use per mastery
*'''Use''': +1 use per mastery
</div>
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===Venom of the Earth===
''Prerequisite: Level 8''


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'''Pulse''': Amethyst<br/>
'''Pulso''': Ametista<br/>
'''Synergy''': Poisons used by you are considered 1 level above their level.<br/>
'''Sinergia''': Venenos utilizados por você são considerados de 1 nível acima do nível do mesmo.<br/>
'''Use''': Half of your Proficiency
'''Uso''': Metade da Proficiência
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You invoke the poison present in the earth, corrupting creatures that pass through it.
Você invoca o veneno presente na terra, corromper criaturas que passem por ele.
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">Ao realizar um ataque à distância, você pode ativar essa runa para que o ataque crie uma explosão gerando uma área venenosa em um raio de 5 pés ao redor do alvo atingido pelo ataque. Essa área cresce 5 pés de raio a cada rodada. A área dura 2 rodadas.</div>
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">Criaturas nessa área, que iniciem seus turnos dentro dela ou entrem nela pela primeira vez em seus turnos, devem realizar uma salvaguarda de Constituição. Em uma falha, recebem seu dado de Pulso em dano Venenoso como Veneno de Nível igual ao seu bônus de Proficiência e ficam Intoxicadas, podendo repetir a salvaguarda no início de cada um dos turnos delas para encerrar esse efeito em um sucesso.</div>
<div style="text-indent: 30px;">'''''Venom'''''. Your attacks and spells that deal poison damage have their damage category increased by 1.</div>
<div style="text-indent: 30px;">'''''Peçonha'''''. Seus ataques e magias que causam dano venenoso tem sua categoria de dano aumentada em 1</div>
'''Mastery''':
'''Maestria''':
*'''Duration''': +1 round per mastery
*'''Duração''': +1 rodada por maestria
*'''Use''': +1 use per mastery
*'''Uso''': +1 uso por maestria
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===Living Nightmare===
==Pesadelo Vivo==
''Prerequisite: Level 15''
''Pré-requisito: Nível 15''
</div>


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'''Pulse''': Amethyst<br/>
'''Pulso''': Ametista<br/>
'''Synergy''': Add your proficiency bonus to the damage your attacks and spells do against creatures that are frightened.<br/>
'''Sinergia''': Adicione seu bônus de proficiência ao dano de seus ataques e magias feito contra criaturas que estejam amedrontadas.<br/>
'''Use''': Half of your Proficiency
'''Uso''': Metade da Proficiência
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You can disfigure your own face by mirroring your targets' nightmares.
Você pode desfigurar sua própria face refletindo os pesadelos de seus alvos.
<div style="text-indent: 30px;">When using this rune, one creature of your choice within 40 feet that can see your face must succeed on a Wisdom saving throw or be affected by one of the effects of your choice below. Each turn for the duration of the effect, you can choose another creature, but not one that already made a successful save. This rune has a duration of 2 rounds.</div>
<div style="text-indent: 30px;">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.</div>
::*'''''Fall Asleep''''': The target falls unconscious. It wakes if it takes any damage or if another creature uses its action to shake the sleeper awake.
*'''''Adormecer''''': O alvo cai inconsciente. Ele acorda se sofrer qualquer dano ou se outra criatura usar sua ação para sacudir o adormecido até acordá-lo.
::*'''''Terrify''''': The target is frightened. On each of its turns, the frightened target must take the Dash action and move away from you by the shortest safe route available, unless there is nowhere else to move. If the target moves to a location at least 60 feet away from you where it can no longer see you, this effect ends.
*'''''Apavorar''''': O alvo está amedrontado. Em cada um dos turnos dele, o alvo amedrontado deve realizar a ação de Disparada e se mover para longe de você pela rota segura mais curta disponível, a não ser que não haja lugar para se mover. Se o alvo se mover para um local a, pelo menos, 60 pés de distância de você onde ela não possa mais te ver, esse efeito termina.
</div>


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<div style="text-indent: 30px; margin-top:15px;">Essence of Fear. You make rolls with advantage against effects that cause the Frightened condition.</div>
<div style="text-indent: 30px; margin-top:15px;">'''''Essência de Medo'''''. Você faz jogadas com vantagem contra efeitos que causem a condição Amendrontado.</div>
'''Mastery''':
'''Maestria''':
*'''Duration''': +1 round per mastery
*'''Duração''': +1 rodada por maestria
*'''Use''': +1 use per mastery
*'''Uso''': +1 uso por maestria
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===Piercing Lightning===
==Relâmpago Perfurante==
''Prerequisite: Level 8''
''Pré-requisito: Nível 8''
</div>


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'''Pulse''': Amethyst<br/>
'''Pulso''': Ametista<br/>
'''Synergy''': Your polearm attacks gain an additional 5 feet of range<br/>
'''Sinergia''': Seus ataques com Armas de Haste ganham 5 pés de alcance adicional<br/>
'''Use''': Half of your Proficiency
'''Uso''': Metade da Proficiência
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Its attacks are piercing like lightning, cutting through the combat area in a powerful way.
Seus ataques são perfurantes como um raio, atravessando a área do combate de forma poderosa.
<div style="text-indent: 30px;">When you make a melee attack that deals piercing damage, you can activate this rune to project electrical energy in a 15 feet long by 1 foot wide line starting from you, if your weapon has the Extension property, the length becomes 25 feet. Enemies in that line must make a Dexterity saving throw. On a failure, an affected creature takes your Pulse die in lightning damage and is Incapacitated until the end of your next turn.</div>
<div style="text-indent: 30px;">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. </div>
<div style="text-indent: 30px;">'''''Longinus'''''. Your successful polearm attacks can hit an additional target behind the original target if it is within the attack area, you use the same attack roll to define this hit.</div>
<div style="text-indent: 30px;">'''''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.</div>
'''Mastery''':
'''Maestria''':
*'''Reach''': +5 feet range in use of the rune for mastery
*'''Alcance''': +5 pés de alcance no uso da runa por maestria
*'''Use''': +1 use per mastery
*'''Uso''': +1 uso por maestria
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===Stellar Restoration===
==Restauração Estelar==
''Prerequisite: Level 15''
''Pré-requisito: Nível 15''
</div>


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'''Pulse''': Diamond<br/>
'''Pulso''': Diamante<br/>
'''Synergy''': Add double the proficiency bonus to healing from this rune<br/>
'''Sinergia''': Adicione o dobro do bônus de proficiência à cura desta runa<br/>
'''Use''': Half of your Proficiency
'''Uso''': Metade da Proficiência
</div>


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You have a power lingering within you from the ancient goddess of healing.
Você possui um poder remanescente dentro de você vindo da antiga deusa da cura
<div style="text-indent: 30px;">When you activate this rune, you invoke a surge of healing energy on a target you can see within 120 feet of you, that target recovers double your Pulse die in Hit Points, 1d4 points of Exhaustion, and can remove one debilitating condition. For a duration of 2 rounds, he can make one additional attack on his attack action and gains, at the start of each of his turns, half your proficiency bonus in base Pulse dice as temporary hit points.</div>
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">'''''Aura of Life'''''. You emit an aura that protects you and your allies. Allies within 15 feet of you gain your Proficiency bonus as Necrotic Damage Reduction.</div>
<div style="text-indent: 30px;">'''''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.</div>
'''Mastery''':
'''Maestria''':
*'''Duration''': +1 round per mastery
*'''Duração''': +1 rodada por maestria
*'''Use''': +1 use per mastery
*'''Uso''': +1 uso por maestria
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===Searing Rumble===
==Ribombar Lancinante==
''Prerequisite: Level 8''
''Pré-requisito: Nível 8''
</div>


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'''Pulse''': Emerald<br/>
'''Pulso''': Esmeralda<br/>
'''Synergy''': Your attacks with Simple and Martial Weapons that deal bludgeoning damage (except gauntlets) have their damage increased by 1 category<br/>
'''Sinergia''': Seus ataques com Armas Simples e Marciais que causem dano contundente (exceto manoplas) tem seu dano aumentado em 1 categoria<br/>
'''Use''': Half of your Proficiency
'''Uso''': Metade da Proficiência
</div>


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Your attacks have the force of thunder, destabilizing your enemies.
Seus ataques possuem a força de um trovão, desestabilizando seus inimigos.  
<div style="text-indent: 30px;">When making a melee attack that deals bashing damage, you can activate this rune to project overwhelming force in a 10-foot cone initiated from you. Enemies in that line must make a Constitution saving throw. On a failure, an affected creature takes your Pulse die as thunder damage and is Stunned until the end of your next turn.</div>
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">'''''Smash'''''. Your Simple and Martial Weapon attacks that deal bludgeoning damage (except gauntlets) can hit a target adjacent to the original target, you use the same attack roll to define that hit.</div>
<div style="text-indent: 30px;">'''''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.</div>
'''Mastery''':
'''Maestria''':
*'''DC''': +2 to DC per mastery
*'''CD''': +2 na CD por maestria
*'''Use''': +1 use per mastery
*'''Uso''': +1 uso por maestria
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===Steal Life===
=Steal Life=
'''Pulse''': Amethyst
'''Pulse''': Amethyst
</div>


'''Synergy''': Add the Proficiency bonus to damage and half to healing and to the Pulse Dice result
'''Synergy''': Add the Proficiency bonus to damage and half to healing and to the Pulse Dice result
Linha 528: Linha 452:
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">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.</div>


<div class="mw-translate-fuzzy">
'''Mastery''':
'''Mastery''':
*'''Damage''': +1 in damage dice category per mastery
*'''Damage''': +1 in damage dice category per mastery
*'''Use''': +1 use per mastery
*'''Use''': +1 use per mastery
</div>
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===Waning Moon Seal===
==Selo da Lua Minguante==
''Prerequisite: Level 15''
''Pré-requisito: Nível 15''
</div>


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'''Pulse''': Sapphire<br/>
'''Pulso''': Safira<br/>
'''Synergy''': Your crit multiplier is increased by 1 against a target under the effect of this Rune<br/>
'''Sinergia''': Seu multiplicador de crítico é aumentado em 1 contra um alvo sob o efeito dessa Runa<br/>
'''Use''': Half of your Proficiency
'''Uso''': Metade da Proficiência
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The waning moon has the ability to seal a creature's power, this Rune is a manifestation of that power.
A lua minguante possui a capacidade de selar o poder de uma criatura, essa Runa é uma manifestação desse poder.
<div style="text-indent: 30px;">As a bonus action, you can touch a creature within reach to seal away its power. The target must make a Constitution saving throw, on a failure, all damage dealt by that target is halved, you and your allies have advantage on attack rolls against it, and the target's speed is reduced by 20 feet. This effect lasts for 2 rounds or until a greater restoration spell is used to remove the Seal. The affected target can repeat the saving throw at the end of each of its turns to end this effect.</div>
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">'''''Lunar Secret'''''. You gain half your proficiency bonus as use of other Runes except this one.</div>
<div style="text-indent: 30px;">'''''Segredo Lunar'''''. Você recebe metade do seu bônus de proficiência como uso de outras Runas exceto essa.</div>
'''Mastery''':
'''Maestria''':
*'''Duration''': +1 round per mastery
*'''Duração''': +1 rodada por maestria
*'''Use''': +1 use per mastery
*'''Uso''': +1 uso por maestria
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===Daredevil===
==Temerário==
''Prerequisite: Level 15''
''Pré-requisito: Nível 15''
</div>


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'''Pulse''': Emerald<br/>
'''Pulso''': Esmeralda<br/>
'''Synergy''': Add half your proficiency bonus to the damage of your attacks for the duration of the Rune<br/>
'''Sinergia''': Adicione metade de seu bônus de proficiência ao dano de seus ataques pela duração da Runa<br/>
'''Use''': Half of your Proficiency
'''Uso''': Metade da Proficiência
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Your confidence in your endurance is exceptional, bringing greater boldness in combat, this being reflected in your runic power.
Sua confiança em sua resistência é excepcional trazendo uma maior ousadia em combate, isso sendo refletido em seu poder rúnico.
<div style="text-indent: 30px;">As a bonus action and use of this rune, your body begins to emit a faint golden glow, casting dim light for 5 feet. Until the start of your next turn, you gain 10 extra speed, have immunity to all damage (except true damage), and add half your proficiency bonus to the damage of your attacks. At the end of the duration, you gain 1 point of Exhaustion.</div>
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">'''''Free Essence'''''. You make rolls with advantage against effects that affect your speed.</div>
<div style="text-indent: 30px;">'''''Essência Livre'''''. Você faz jogadas com vantagem contra efeitos que afetem seu deslocamento.</div>
'''Mastery''':
'''Maestria''':
*'''Damage''': + half your proficiency bonus to damage per mastery
*'''Dano''': metade do seu bônus de proficiência ao dano por maestria
*'''Use''': +1 use per mastery
*'''Uso''': +1 uso por maestria
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===Trump of Twilight===
==Trunfo do Crepúsculo==
''Prerequisite: Level 15''
''Pré-requisito: Nível 15''
</div>


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'''Pulse''': Sapphire<br/>
'''Pulso''': Safira<br/>
'''Synergy''': Add double your proficiency bonus to damage<br/>
'''Sinergia''': Adicione o dobro do seu bônus de proficiência ao dano<br/>
'''Use''': Half of your Proficiency
'''Uso''': Metade da Proficiência
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A power that seems to emanate from the Aspect of Twilight itself.
Um poder que parece emanar do próprio Aspecto do Crepúsculo.  
<div style="text-indent: 30px;">With one use of this rune and a bonus action, you can create an aura in a 15-foot radius around you that lasts for the next 3 rounds. Choose up to 3 allies within range. When standing within that area or starting your turn there, you and your chosen allies gain a bonus to your attacks and gain Invisibility until the start of your next turn. A creature affected by this aura can choose one of its attacks to deal your Pulse die as additional rune damage, it can do this before or after the attack roll, but before knowing whether it hit or not. If a creature makes an attack while Invisible, it loses that Condition until the start of your next turn. This aura moves with you.</div>
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">'''''See Invisible'''''. You can see invisible creatures within 60 feet of you, but not creatures in the spirit world.</div>
<div style="text-indent: 30px;">'''''Ver Invisível'''''. Você é capaz de enxergar criaturas invisíveis a até 60 pés de você, mas não criaturas no mundo espíritual.</div>
'''Mastery''':
'''Maestria''':
*'''Duration''': +1 round per mastery
*'''Duração''': +1 rodada por maestria
*'''Use''': +1 use per mastery
*'''Uso''': +1 uso por maestria
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Edição atual tal como às 17h46min de 23 de fevereiro de 2023

Outros idiomas:

This Article is in accordance with the version 0.94 of Runarcana RPG

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

Enhanced Weaponry

Prerequisito: Level 8

Pulse: Ruby
Synergy: You gain resistance to the activated element for the duration, and your Proficiency bonus is added to the damage.
Use: Half of your Proficiency

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.

Mastery:

  • Duration: +1 round per mastery
  • Use: +1 use per mastery

Elemental Attack

Pulse: 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.

Mastery:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery

Run Over

Pulse: 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.

Mastery:

  • Damage: +1 in damage category per mastery
  • Use: +1 use per mastery

Elemental Aura

Prerequisite: Level 8

Pulse: Ruby
Synergy: Proficiency bonus added to damage
Use: Half of your Proficiency

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:

  • Duration: +1 round per mastery
  • Use: +1 use per mastery

Runic Barrier

Pulse: 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.

Mastery:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery

Blessing of the Crimson Elder

Prerequisite: Level 15

Pulse: Ruby
Synergy: For every 5 points of necrotic damage you deal, you heal 1 hit point.
Use: Half of your Proficiency

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.

Mastery:

  • Duration: +1 round per mastery
  • Use: +1 use per mastery

Warden’s Blessing

Prerequisite: Level 8

Pulse: Emerald
Synergy: You add your character level to your maximum hit points.
Use: Half of your Proficiency

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.

Mastery:

  • DR: +1 DR per mastery
  • Use: +1 use per mastery

Stellar Blessing

Prerequisite: Level 8

Pulse: Diamond
Synergy: Your surplus healing turns into temporary hit points until your next long rest.
Use: Half of your Proficiency

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).

Mastery:

  • Target: For each mastery, a target can be targeted more than once.
  • Use: +1 use per mastery

Blind

Pulse: 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.

Mastery:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery

Healing

Pulse: 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.

Mastery:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery

Dehydration

Prerequisite: Level 8

Pulse: Sapphire
Synergy: Add half your proficiency bonus to saving throws against effects that cause Exhaustion.
Use: Half of your Proficiency

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.

Mastery:

  • CD: +2 to DC per mastery
  • Use: +1 use per mastery

Energized Shot

Pulse: Sapphire


Synergy: Add the Proficiency bonus to damage and half the Proficiency to the Pulse Dice result

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:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery

Voracious Shots

Prerequisite: Level 8

Pulse: Sapphire
Synergy: Add your proficiency bonus to elemental blast damage and the blast range increases by 5 feet
Use: Half of your Proficiency

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:

  • Duration: +1 round per mastery
  • Use: +1 use per mastery

Elegy

Prerequisite: Level 15

Pulse: Amethyst
Synergy: You gain resistance to necrotic damage
Use: Half of your Proficiency

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.

Mastery:

  • Duration: +1 round per mastery
  • Use: +1 use per mastery

Verdant Link

Prerequisite: Level 8

Pulse: Diamond
Synergy: Your attacks against creatures contained by this rune deal your base Pulse dice as bonus damage.
Use: Half of your Proficiency

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.

Mastery:

  • Duration: +1 round per mastery
  • Use: +1 use per mastery

Energize Attack

Pulse: 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.

Mastery:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery

Shield

Pulse: 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.

Mastery:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery

Breath of War

Prerequisite: Level 15

Pulse: Emerald
Synergy: Add your character level to your maximum hit points
Use: Half of your Proficiency

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.

Mastery:

  • Duration: +1 round per mastery
  • Use: +1 use per mastery

Adamantine Force

Prerequisite: Level 15

Pulse: Diamond
Synergy: You recover 1 point of mana every 4 hours, this amount is modified by the region's Mana level.
Use: Half of your Proficiency

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.

Mastery:

  • Duration: +1 round per mastery
  • Use: +1 use per mastery

Luminary Spear

Prerequisite: Level 15

Pulse: Ruby
Synergy: Add your proficiency bonus to damage
Use: Half of your Proficiency

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.

Mastery:

  • DC: +2 to DC per mastery
  • Use: +1 use per mastery

Fear Particle

Pulse: 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.

Mastery:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery

Venom of the Earth

Prerequisite: Level 8

Pulse: Amethyst
Synergy: Poisons used by you are considered 1 level above their level.
Use: Half of your Proficiency

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.

Mastery:

  • Duration: +1 round per mastery
  • Use: +1 use per mastery

Living Nightmare

Prerequisite: Level 15

Pulse: Amethyst
Synergy: Add your proficiency bonus to the damage your attacks and spells do against creatures that are frightened.
Use: Half of your Proficiency

You can disfigure your own face by mirroring your targets' nightmares.

When using this rune, one creature of your choice within 40 feet that can see your face must succeed on a Wisdom saving throw or be affected by one of the effects of your choice below. Each turn for the duration of the effect, you can choose another creature, but not one that already made a successful save. This rune has a duration of 2 rounds.
  • Fall Asleep: The target falls unconscious. It wakes if it takes any damage or if another creature uses its action to shake the sleeper awake.
  • Terrify: The target is frightened. On each of its turns, the frightened target must take the Dash action and move away from you by the shortest safe route available, unless there is nowhere else to move. If the target moves to a location at least 60 feet away from you where it can no longer see you, this effect ends.
Essence of Fear. You make rolls with advantage against effects that cause the Frightened condition.

Mastery:

  • Duration: +1 round per mastery
  • Use: +1 use per mastery

Piercing Lightning

Prerequisite: Level 8

Pulse: Amethyst
Synergy: Your polearm attacks gain an additional 5 feet of range
Use: Half of your Proficiency

Its attacks are piercing like lightning, cutting through the combat area in a powerful way.

When you make a melee attack that deals piercing damage, you can activate this rune to project electrical energy in a 15 feet long by 1 foot wide line starting from you, if your weapon has the Extension property, the length becomes 25 feet. Enemies in that line must make a Dexterity saving throw. On a failure, an affected creature takes your Pulse die in lightning damage and is Incapacitated until the end of your next turn.
Longinus. Your successful polearm attacks can hit an additional target behind the original target if it is within the attack area, you use the same attack roll to define this hit.

Mastery:

  • Reach: +5 feet range in use of the rune for mastery
  • Use: +1 use per mastery

Stellar Restoration

Prerequisite: Level 15

Pulse: Diamond
Synergy: Add double the proficiency bonus to healing from this rune
Use: Half of your Proficiency

You have a power lingering within you from the ancient goddess of healing.

When you activate this rune, you invoke a surge of healing energy on a target you can see within 120 feet of you, that target recovers double your Pulse die in Hit Points, 1d4 points of Exhaustion, and can remove one debilitating condition. For a duration of 2 rounds, he can make one additional attack on his attack action and gains, at the start of each of his turns, half your proficiency bonus in base Pulse dice as temporary hit points.
Aura of Life. You emit an aura that protects you and your allies. Allies within 15 feet of you gain your Proficiency bonus as Necrotic Damage Reduction.

Mastery:

  • Duration: +1 round per mastery
  • Use: +1 use per mastery

Searing Rumble

Prerequisite: Level 8

Pulse: Emerald
Synergy: Your attacks with Simple and Martial Weapons that deal bludgeoning damage (except gauntlets) have their damage increased by 1 category
Use: Half of your Proficiency

Your attacks have the force of thunder, destabilizing your enemies.

When making a melee attack that deals bashing damage, you can activate this rune to project overwhelming force in a 10-foot cone initiated from you. Enemies in that line must make a Constitution saving throw. On a failure, an affected creature takes your Pulse die as thunder damage and is Stunned until the end of your next turn.
Smash. Your Simple and Martial Weapon attacks that deal bludgeoning damage (except gauntlets) can hit a target adjacent to the original target, you use the same attack roll to define that hit.

Mastery:

  • DC: +2 to DC per mastery
  • Use: +1 use per mastery

Steal Life

Pulse: 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.

Mastery:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery

Waning Moon Seal

Prerequisite: Level 15

Pulse: Sapphire
Synergy: Your crit multiplier is increased by 1 against a target under the effect of this Rune
Use: Half of your Proficiency

The waning moon has the ability to seal a creature's power, this Rune is a manifestation of that power.

As a bonus action, you can touch a creature within reach to seal away its power. The target must make a Constitution saving throw, on a failure, all damage dealt by that target is halved, you and your allies have advantage on attack rolls against it, and the target's speed is reduced by 20 feet. This effect lasts for 2 rounds or until a greater restoration spell is used to remove the Seal. The affected target can repeat the saving throw at the end of each of its turns to end this effect.
Lunar Secret. You gain half your proficiency bonus as use of other Runes except this one.

Mastery:

  • Duration: +1 round per mastery
  • Use: +1 use per mastery

Daredevil

Prerequisite: Level 15

Pulse: Emerald
Synergy: Add half your proficiency bonus to the damage of your attacks for the duration of the Rune
Use: Half of your Proficiency

Your confidence in your endurance is exceptional, bringing greater boldness in combat, this being reflected in your runic power.

As a bonus action and use of this rune, your body begins to emit a faint golden glow, casting dim light for 5 feet. Until the start of your next turn, you gain 10 extra speed, have immunity to all damage (except true damage), and add half your proficiency bonus to the damage of your attacks. At the end of the duration, you gain 1 point of Exhaustion.
Free Essence. You make rolls with advantage against effects that affect your speed.

Mastery:

  • Damage: + half your proficiency bonus to damage per mastery
  • Use: +1 use per mastery

Trump of Twilight

Prerequisite: Level 15

Pulse: Sapphire
Synergy: Add double your proficiency bonus to damage
Use: Half of your Proficiency

A power that seems to emanate from the Aspect of Twilight itself.

With one use of this rune and a bonus action, you can create an aura in a 15-foot radius around you that lasts for the next 3 rounds. Choose up to 3 allies within range. When standing within that area or starting your turn there, you and your chosen allies gain a bonus to your attacks and gain Invisibility until the start of your next turn. A creature affected by this aura can choose one of its attacks to deal your Pulse die as additional rune damage, it can do this before or after the attack roll, but before knowing whether it hit or not. If a creature makes an attack while Invisible, it loses that Condition until the start of your next turn. This aura moves with you.
See Invisible. You can see invisible creatures within 60 feet of you, but not creatures in the spirit world.

Mastery:

  • Duration: +1 round per mastery
  • Use: +1 use per mastery