Mudanças Na Campanha

You might also like

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 24

Mudanças na Campanha

1
Índice

Talentos e Feitiços proibidos ...................................................... 3


Regras Gerais .............................................................................. 4
Talentos ...................................................................................... 5
Balanceamento das Classes ........................................................ 19
Mudanças em Feitiços ................................................................ 23

2
Feitiços Proibidos
Silvery Barbs não é permitido, por ser igual Lucky
1st-level Enchantment
Casting Time: 1 reaction, which you take when a creature you can see
within 60 feet of yourself succeeds on an attack roll, an ability check, or
a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous

You magically distract the triggering creature and turn its momentary
uncertainty into encouragement for another creature. The triggering
creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you
can choose yourself). The chosen creature has advantage on the next
attack roll, ability check, or saving throw it makes within 1 minute. A
creature can be empowered by only one use of this spell at a time.

Spell Lists. Bard, Sorcerer, Wizard

Talentos Proibidos
Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving
throw, you can spend one luck point to roll an additional d20. You can choose to spend
one of your luck points after you roll the die, but before the outcome is determined. You
choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20
and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the
points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.

3
Rituais
Feitiços com a tag “Ritual” podem ser usados como tal mesmo que a
classe original não tenha a habilidade “Conjuração Ritual”

Dual Wield
Ao usar a ação de Ataque quando estiver empunhando duas armas
leves, uma criatura pode fazer um ataque extra além dos providos
pós sua ação de ataque, o qual não recebe o modificador de
habilidade ao dano. A partir do nível 5 pode-se adicionar o
modificador de habilidade ao dano do ataque.

Multiclasse
Os pré requisitos de multiclasse para classes dependentes de 2 status
diferentes será flexibilizado. Atualmente esses são os pré requisitos
normais:
Bárbaro: Personagem precisa ter no mínimo Força 13
Bardo: Personagem precisa ter no mínimo Carisma 13
Bruxo: Personagem precisa ter no mínimo Carisma 13
Clérigo: Personagem precisa ter no mínimo Sabedoria 13
Druida: Personagem precisa ter no mínimo Sabedoria 13
Feiticeiro: Personagem precisa ter no mínimo Carisma 13
Guerreiro: Necessário no mínimo Força ou Destreza 13
Ladino: Personagem precisa ter no mínimo Destreza 13
Mago: Personagem precisa ter no mínimo Inteligência 13
Monge: Personagem precisa ter no mínimo Destreza 13 e Sabedoria 13
Paladino: Personagem precisa ter no mínimo Força 13 e Carisma 13
Patrulheiro: Personagem precisa ter no mínimo Destreza 13 e Sabedoria 13

As classes que necessitam de dois atributos terão um deles


flexibilizado, então:
Monge: Ter no mínimo Sabedoria 13 e Força ou Destreza 13

4
Paladino: Ter no mínimo Carisma 13 e Força ou Destreza 13
Patrulheiro: Ter no mínimo Sabedoria 13 e Força ou Destreza 13

Talento Alterado
MOBILE/SPEEDSTER
- 4th-Level Feat
- Prerequisite: None
- Repeatable: No
You possess exceptional speed and stamina, granting you the
following benefits:
 Speed Increase: Your Speed increases by 10 feet while you
aren’t wearing Heavy Armor.
 Dash Over Difficult Terrain: When you take the dash action on
your turn, Difficult Terrain doesn’t cost you extra movement for
the rest of that turn.
 Once per turn, when you hit a melee attack against a creature,
you don't provoke opportunity attacks from that creature for
the rest of the turn.

Talentos Grátis
No nível 1 você pode escolher um dos seguintes talentos grátis, caso
se adeque aos pré-requisitos necessários:

ACTOR

- 1st-Level Feat
- Prerequisite: Charisma 13+
- Repeatable: No

Skilled at mimicry and dramatics, you gain the following benefits:

 Impersonation: While you’re disguised as a fictional person or a


real person other than yourself, you have Advantage on
Charisma Checks (Performance) to convince others that you are
that person.

5
 Mimicry: You can mimic the sounds of other creatures,
including speech. To mimic a sound or a way of speaking, you
must listen to it for at least 1 minute. Any time thereafter, you
can make a DC 15 Charisma Check (Performance) to perform
the mimicry; on a success, you perform it convincingly for up to
1 hour.

ATHLETE

- 1st-Level Feat
- Prerequisite: Strength, Dexterity or Constitution 13+
- Repeatable: No

You have undergone extensive physical training to gain the following


benefits:

 Climb Speed: You gain a Climb Speed equal to your Speed.


 Hop Up: When you are Prone, you can right yourself with only 5
feet of movement.
 Jumping: You have Advantage on any Ability Check you make
for the Jump Action.

CHARGER

- 1st-Level Feat
- Prerequisite: Proficiency with Any Martial Weapon
- Repeatable: No

You have trained to charge headlong into battle, gaining the


following benefits:
 Improved Dash: When you take the dash action, your Speed
increases by 10 feet for that Action.
 Charge Attack: If you move at least 10 feet in a straight line
immediately before hitting with an attack as part of the Attack
action on your turn, choose one of the following effects: gain a
+1d8 bonus to the attack’s damage roll or push the target up to
10 feet, provided the target you want to push is no more than
6
one Size larger than you. You can use this benefit only once on
each of your turns.

CHEF
- 1st-Level Feat
- Prerequisite: None
- Repeatable: No

Time and effort spent mastering the culinary arts has paid off. You
gain the following benefits:

 You gain proficiency with cook’s utensils if you don’t already


have it.

 As part of a short rest, you can cook special food, provided you
have ingredients and cook's utensils on hand. You can prepare
enough of this food for a number of creatures equal to 4 + your
proficiency bonus. At the end of the short rest, any creature
who eats the food and spends one or more Hit Dice to regain
hit points regains an extra 1d8 hit points.

 With one hour of work or when you finish a long rest, you can
cook a number of treats equal to your proficiency bonus. These
special treats last 8 hours after being made. A creature can use
a bonus action to eat one of those treats to gain temporary hit
points equal to your proficiency bonus.

COHORT OF CHAOS

You can channel cosmic forces of chaos to gain these benefits:

 Chaotic Flare. When you roll a 1 or a 20 on an attack roll or a


saving throw, the magic of chaos flows through you. Roll a d4
and consult the Chaotic Flares table to determine what
happens. A flare lasts until the end of your next turn, and a new
flare can't occur until after the first flare ends.

7
D4 Flare
1 Battle Fury. A creature of your choice
that you can see is filled with reckless
fury. It has advantage on attack rolls
and disadvantage on ability checks.
2 Disruption Field. Waves of energy
ripple around you. Every creature that
starts its turn within 5 feet of you, or
that moves into that area for the first
time on a turn, takes 1d8 force damage.
3 Unbound. When you move, you can use
some or all of your walking speed to
teleport yourself once, along with any
equipment you're wearing or carrying,
up to the distance used to an
unoccupied space that you can see.
4 Wailing Winds. Winds swirl in a 15-foot-
radius sphere centered on you. You and
any other creatures in that area have
disadvantage on Wisdom saving throws.

CRAFTER
- 1st-Level Feat
- Prerequisite: None
- Repeatable: No

You are adept at crafting things and bargaining with merchants,


granting you the following benefits:
 Tool Proficiency: You gain Tool Proficiency with three different
Artisan’s Tools of your choice.
 Discount: Whenever you buy a nonmagical item, you receive a
20 percent discount on it.
 Faster Crafting: When you craft an item using a tool with
which you have Tool Proficiency, the required crafting time is
reduced by 20 percent.

8
CRUSHER
- 1st-Level Feat
- Prerequisite: None
- Repeatable: No

You are practiced in the art of crushing your enemies, granting you
the following benefits:

 Once per turn, when you hit a creature with an attack that
deals bludgeoning damage, you can move it 5 feet to an
unoccupied space, provided the target is no more than one size
larger than you.

 When you score a critical hit that deals bludgeoning damage to


a creature, attack rolls against that creature are made with
advantage until the start of your next turn.

FIGHTING STYLE: ARCHERY

- 1st-Level Feat
- Prerequisite: Fighting Style Feature in your main class
- Repeatable: No
 You gain a +2 bonus to attack rolls you make with Ranged
Weapons.

FIGHTING STYLE: DEFENSE

- 1st-Level Feat
- Prerequisite: Fighting Style Feature in your main class
- Repeatable: No
 While you are wearing armor, you gain a +1 bonus to Armor
Class.

9
FIGHTING STYLE: DUELING
- 1st-Level Feat
- Prerequisite: Fighting Style Feature in your main class
- Repeatable: No
 When you are wielding a Melee Weapon in one hand and no
other Weapons, you gain a +2 bonus to damage rolls with that
Melee Weapon.

FIGHTING STYLE: GREAT WEAPON FIGHTING

- 1st-Level Feat
- Prerequisite: Fighting Style Feature in your main class
- Repeatable: No
 When you roll a 1 or 2 on a damage die for an attack you make
with a Melee Weapon that you are wielding with two hands,
you can reroll the die and you must use the new roll. The
Weapon must have the Two-Handed or Versatile property to
gain this benefit.

FIGHTING STYLE: PROTECTION

1st-Level Feat
Prerequisite: Fighting Style Feature in your main class
Repeatable: No
 When a creature you can see attacks a target other than you
that is within 5 feet of you, you can use your Reaction to
interpose your Shield and impose Disadvantage on the attack
roll. You must be wielding a Shield to use this Reaction.

FIGHTING STYLE: TWO-WEAPON FIGHTING

- 1st-Level Feat
- Prerequisite: Fighting Style Feature in your main class
- Repeatable: No

10
 When you make the extra attack of the Light weapon property,
you can add your Ability Modifier to the damage of the extra
attack.
 HEALER

- 1st-Level Feat
- Prerequisite: None
- Repeatable: No
 You have the training and intuition to administer first aid and
other care effectively, granting you the following benefits:
 Battle Medic: If you have a Healer’s Kit, you can expend one use
of it and tend to a creature within 5 feet of you as an Action.
That creature can expend one of its Hit Dice and you then roll
that die. The creature regains a number of Hit Points equal to
the roll plus your Proficiency Bonus.
 Healing Rerolls: Whenever you roll a die to determine the
number of Hit Points you restore with a spell or with this feat’s
Battle Medic benefit, you can reroll the die if it rolls a 1 and you
must use the new roll.

HEAVY ARMOR MASTER

- 1st-Level Feat
- Prerequisite: Heavy Armor Training
- Repeatable: No

You can use your Heavy Armor to deflect strikes, granting you the
following benefits:
 Damage Reduction: When you’re hit by an attack while you’re
wearing Heavy Armor, any Bludgeoning, Piercing or Slashing
Damage dealt to you by that attack is reduced by an amount
equal to your Proficiency Bonus.

11
KEEN MIND
- 1st-Level Feat
- Prerequisite: Intelligence 13+
- Repeatable: No

You have trained to rapidly recall or discover vital details, granting


you the following benefits:
 Lore Knowledge: Choose one of the following Skills: Arcana,
History, Investigation, Nature or Religion. If you lack Proficiency
in the chosen Skill, you gain Proficiency in it.
 Quick Study. You can take the Study Action as a Bonus Action.

LIGHTLY ARMORED
- 1st-Level Feat
- Prerequisite: None
- Repeatable: No
 You gain the following Armor Training: Light Armor.

LINGUIST
- 1st-Level Feat
- Prerequisite: None
- Repeatable: No

You have studied languages and codes, gaining the following


benefits:

 You learn three languages of your choice.

 You can ably create written ciphers. Others can't decipher a


code you create unless you teach them, they succeed on an
Intelligence check (DC equal to your Intelligence score + your
proficiency bonus), or they use magic to decipher it.

12
MAGIC INITIATE
- 1st-Level Feat
- Prerequisite: None
- Repeatable: Yes, but you must choose a different Spell list each time

 You have learned the basics of a particular magical tradition.


Choose one Spell list: Bard (Charisma), Cleric (Wisdom), Druid
(Wisdom) Sorcerer (Charisma), Warlock (Charisma) or Wizard
(Inteligence). You gain the following benefits related to that
choice:
 Two Cantrips: You learn two cantrips of your
choice from the Spell list.
 1st-Level Spell: Choose one 1st-level Spell
from the Spell list. You always have that Spell
prepared. You can cast it once without a Spell
Slot and you regain the ability to cast it in that
way when you finish a Long Rest. You can also
cast the Spell using any Spell Slots you have.
Your spellcasting ability for these Spells depends on
the specified previously for chosen list.
o Whenever you gain a new level, you can replace
one of the Spells you chose for this Feat with a
different Spell of the same level from the chosen
Spell list.

MUSICIAN
- 1st-Level Feat
- Prerequisite: None
- Repeatable: No
 You are a practiced musician, granting you the following
benefits:
1. Instrument Training. You gain Tool Proficiency with three
Musical Instruments of your choice.
2. Inspiring Song: As you finish a Short Rest or a Long Rest,
you can play a song on a Musical Instrument with which
you have Tool Proficiency and give a special type of
Inspiration to your allies who hear the song. This

13
inspiration gives them a d4 to a ability check they make
and lasts until they complete a long rest. The number of
allies you can affect in this way equals your Proficiency
Bonus.

OBSERVANT
- 1st-Level Feat
- Prerequisite: Wisdom 13+
- Repeatable: No

Quick to notice details around you, you gain the following benefits:
 Keen Observer: Choose one of the following Skills: Insight,
Investigation or Perception. If you lack Proficiency with the
chosen Skill, you gain Proficiency in it.
 Quick Search: You can take the Search Action as a Bonus
Action.

PIERCER
- 1st-Level Feat
- Prerequisite: None
- Repeatable: No

You have achieved a penetrating precision in combat, granting you


the following benefits:

 Once per turn, when you hit a creature with an attack that
deals piercing damage, you can re-roll one of the attack’s
damage dice, and you must use the new roll.
 When you score a critical hit that deals piercing damage to a
creature, you can roll one additional damage die when
determining the extra piercing damage the target takes.

14
RUNE SHAPER
- 1st-Level Feat
- Prerequisite: None
- Repeatable: No

You’ve studied the magic of Giant runes, granting you the following
benefits:

 Comprehend Languages. You learn the comprehend languages


spell. You can cast this spell without expending a spell slot, and you
must finish a long rest before you can cast it in this way again. You
can also cast this spell using any spell slots you have.

 Rune Magic. You know a number of runes equal to half your


proficiency bonus (rounded down), chosen from the Rune Spells
table. Whenever you finish a long rest, you can inscribe each rune
you know onto one nonmagical weapon, armor, piece of clothing,
or other object you touch. You temporarily learn the 1st-level spells
that correspond to the runes you inscribed, as specified on the Rune
Spells table, and you know those spells until you finish a long rest,
when the runes fade. While you are wearing or carrying any rune-
marked object, you can cast the spells associated with those runes
using any spell slots you have.
You can also invoke a rune inscribed on an object you are wearing
or carrying and cast its associated spell without expending a spell
slot or using material components. Once you cast the spell in this
way, you can’t do so again until you finish a long rest. Your
spellcasting ability for this feat is Intelligence, Wisdom, or Charisma
(choose when you select this feat).
Each time you gain a level, you can replace one of the runes you
know with another one from the Rune Spells table.

Rune Spell

Cloud Fog Cloud

Death Inflict Wounds

15
Dragon Chromatic Orb

Enemy Disguise self

Fire Burning hands

Friend Speak with animals

Frost Armor of Agathys

Hill Goodberry

Journey Longstrider

King Command

Mountain Entangle

Stone Sanctuary

Storm Thunderwave

SAVAGE ATTACKER
- 1st-Level Feat
- Prerequisite: None
- Repeatable: No
 You have trained to deal particularly damaging strikes. When
you take the Attack action and hit a target with a Weapon as
part of that Action, you can roll the Weapon’s damage dice
twice and use either roll against the target. You can use this
benefit only once per turn.

16
SKILLED
- 1st-Level Feat
- Prerequisite: None
- Repeatable: Yes
 You have exceptionally broad learning. Choose three Skills in
which you lack Proficiency. You gain Proficiency in those Skills.

SLASHER
- 1st-Level Feat
- Prerequisite: None
- Repeatable: No

You've learned where to cut to have the greatest results, granting


you the following benefits:

 Once per turn when you hit a creature with an attack that deals
slashing damage, you can reduce the speed of the target by 10
feet until the start of your next turn.
 When you score a critical hit that deals slashing damage to a
creature, you grievously wound it. Until the start of your next
turn, the target has disadvantage on all attack rolls.

TAVERN BRAWLER
- 1st-Level Feat
- Prerequisite: None
- Repeatable: No
 Accustomed to brawling, you gain the following benefits:
1. Enhanced Unarmed Strike: When you hit with your
Unarmed Strike and deal damage, you can deal
Bludgeoning Damage equal to 1d4 + your Strength
modifier, instead of the normal damage of an Unarmed
Strike.
2. Damage Rerolls: Whenever you roll a damage die for your
Unarmed Strike, you can reroll the die if it rolls a 1 and
you must use the new roll.
17
3. Shove. When you hit a creature with an Unarmed Strike
as part of the Attack action on your turn, you can deal
damage to the target and also push it 5 feet away. You
can use this benefit only once per turn.
4. Furniture as Weapons. You can wield furniture as a
Weapon, using the rules of the Greatclub for Small or
Medium furniture and the rules of the Club for Tiny
furniture.

TALENTOS GRÁTIS DE NÍVEL 4


Ao chegar no level 4, todos os personagens recebem um talento
grátis, com as seguintes exceções:
- Se houver aumento de valor de habilidade ele não vale no talento
grátis
- Proibido pegar Elven Accuracy e War Caster
- Proibido pegar Lucky, Tough e Resilent
*Lista pode aumentar dependendo das loucuras da Wizards of the
Coast

18
Mudanças nas Classes do
One D&D (16/02/2024)

Mudanças no Bárbaro
Classe Base:
- Primal Knowledge: Removido Percepção e Stealth
da troca de atributos por Força

Mudanças no Bardo
Classe Base:
- Magical Secrets: Volta ao antigo visto que não
existe mais lista de feitiços Arcane, Divine e Primal.

Mudanças no Clérigo
Classe Base:
- Divine Order: Thaumaturge - Permite escolher
Persuasão, Arcanismo, História, Natureza e Religião
para o bônus de Wisdom ao invés de só Religião
- Divine Strikes: Permite mudar o dano de radiante
para algum que combine com a subclasse (Exem:
19
necrótico para clérigo da morte ou trovão/raio para
clérigo da tempestade).

Mudanças no Druida
Classe Base:
- Primal Order: Magician – Permite escolher
Arcanismo, História, Religião e Natureza para o
bonus de Wisdom ao invés de só Natureza

Mudanças no Monge
Classe Base:
- Stunning Strike: Removido o dano extra causado
caso o alvo passe no saving throw.
- Heightened Discipline: Removido a capacidade de
step of the wind de levar outra criatura junto no
movimento.
- Deflect Energy: Funciona somente contra ataques
à distância

20
Mudanças no Paladino
Classe Base:
- Truques: Mesmo que tenham tirado (não sei nem
por que) Pala mantém os truques. Ganha 2 truques
da lista de magias do clérigo no nível 1 e um
terceiro no nível 10.
-Lay on Hands: Continua sendo uma ação, não vai
ser ação bônus
- Divine Smite: Não é mais um spell e não requer
uma ação bonus, porém não pode ser usado
enquanto outros spells de smite estiverem ativos ou
forem usados. Usar quando um deles está ativo
finaliza o efeito do smite anterior.

Mudanças no Ranger
Classe Base:
- Truques: Mesmo que tenham tirado (não sei nem
por que) Ranger mantém os truques. Ganha 2
truques da lista de magias do druida no nível 1 e um
terceiro no nível 10.
- Deft Explorer: Reduziram o número de expertises
que podem ser escolhidas para 1, então eu volto ela
para 2 nos dois níveis da habilidade
21
-Favored Enemy: Hunter’s Mark continua sem
necessidade de concentração a partir do nível 3 de
Ranger.

Mudanças no Rogue
Classe Base:
- Devious Strikes: Terá um numero limitado de usos
por descanso. Pode ser usado um número de vezes
igual o seu bonus de proficiência e recupera um uso
no descanso curto e todos os usos no descanso
longo.
Mudanças no Warlock
Classe Base:
- Eldritch Invocations: Pact of the Blade – Não
permite mais usar a Mastery Property das armas e a
troca de dano deve ser definida ao conseguir a
Invocação entre um dos tipos oferecidos.
- Eldritch Invocations: Thristing Blade – Não da
mais um terceiro ataque extra no nível 11 (bruxo
não é fighter)

22
Mudanças em Feitiços

Curas
As curas se mantêm as antigas e não serão mais
dobradas.

Conjure Minor Elementals


 Reduzido o dano para metade tanto no cast básico
como nos upcasts

Glimmering Smite:
 2nd-Level Transmutation Spell (Divine)
 Casting Time: Bonus Action, which you take
immediately after hitting a creature with a weapon
or an Unarmed Strike
 Range: Self
 Component: V
 Duration: 1 minute
 The target hit by the strike takes an extra 2d6
Radiant damage, and if has the Invisible condition,
that condition ends on it. In addition, until the spell
ends, the target sheds bright light in a 5-foot radius,
and attack rolls against it have Advantage. The target
can make a Constitution Saving Throw at the end of
his turn to stop the effect on itself.

23
 At Higher Levels. When you cast this spell using a
Spell Slot of 3rd level or higher, the extra damage
increases by 1d6 for each slot level above 2nd.

Shillelagh
 Pode ser usado em outros tipo de arma corpo-a-
corpo desde que não possuam as propriedades:
Heavy, Reach
 Não escala mais com o nível. O dado de dano da
arma será sempre d8.

24

You might also like