![]() ![]() ![]() *Runes of resistance:* 1/4 resistance to damage type on the rune, higher levels go to 1/2 resistance, does not stack with covenant resistance, a DM may choose the type. *Combat:* When you fight two or more opponents in melee range, AC is increases by 1 *Stamina/anti clockwise:* increase to move speed equal to 5ft per level (rarer runes) *Health/clockwise metamorphosis:* gain 1 hp for every level you have, higher level adds health by 1 increment (lvl 2 is +2 * level player, 3 is +3 * player level) *Stealth rune:* this rune grants prof in stealth, if prof already had add half prof, 2nd level provides advantage instead, 3rd level does both but with double prof instead *Subrace effectiveness:* Warforged subraces: +1 to damage rolls or attack rolls for iron fists (choose one, level 3 makes the attack magical for the purposes of overcoming resistance), +5 move speed (skirmisher), +1 language, skill, or tool (envoy) *Earth:* iron fists damage gains a +1 to damage rolls, skirmishers gain burrowing speed equal to half their movement *Air:* resistance to thunder damage, a skirmisher can spend a bonus action to double their speed *Water:* cold resistance, due to warforged lack of need for air, a warforged in this covenant gains swimming speed equal to their movement *Fire:* fire resistance and ability to choose fire damage type with juggernaut iron fists Runes may have a level, which means that the effectiveness of the rune increases by 1 increment of the rune. Subrace effectiveness applies to all subraces, but warforged are the only ones covered within the package.Ĭovenant runes, in this case only, are badges given by the Genasi masters according to who created the warforged, however, anyone can get their hands on the rune tool and add runes to their minds, DM also determines where they can be found. Later you will read on the use of gems and shards. Here shall be listed the runes and effects of each rune capable of being found. Lunacy: The use of runes invokes lunacy, DM determines if it's optional but it is usually integral to the use of runes. Alternatively, this may be grouped with any other feat.Ĭovenants: A warforged, or races of DM choosing, may also apply a covenant rune Runes: A new hunter may choose runes to imbue themselves with their strength, if they can find them. Gain proficiency in the hunters rune workshop tool, this does not give you the tool. If you take AoE or damage from multiple sources, you can not regain hp. When you take damage from an enemy you can on you turn as a part of your attack action choose to regain hit points equal to half the damage taken. * Addendum: Battlemasters may use a superiority dice to do a trick attack circumventing the turn limit, but they still may only do one trick attack per round. Ignoring the lack of light property, while wielding both weapons in both hands, make an attack with the second weapon as a bonus action, to use this feature, your trick weapon must detach into two seperate weapons * Your two chosen trick weapons can be wielded at once, as long as they are both one handed. ![]() This can only be done once every two turns in combat. * During an attack with a switch weapon, you may do a trick attack, attacking with both aspects of the switch weapon. ![]() * While you wield a trick weapon that has one weapon with the versatile property, and the second with the two handed property, a shield may not be used but the versatile property can * You may use shields or offhand weapons as long as both weapons in your trick weapon do not have the two handed property. * You can use a free action to switch your weapon, instead of a bonus action. Smiths and Tinkers check required to make each weapon, DC of DM’s choosing. You can produce trick weapons from two weapons, or a weapon and special materials. Gain proficiency in tinkers tools and smiths tools if you do not have it. This package will contain information and loot tables regarding the use of bloodborne feats and the respective use of runes. ![]()
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