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<languages/> | |||
<div id="mp-banner" class="MainPageBG mp-bordered" style="float: center; text-align: center"> | <div id="mp-banner" class="MainPageBG mp-bordered" style="float: center; text-align: center"> | ||
This Article is in accordance with the '''version 0. | This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG] | ||
</div> | </div> | ||
[[Categoria:0. | [[Categoria:0.94]] | ||
One of the most anticipated moments for most players at any RPG table is combat. It is the moment when strategies thought for more than a week emerge, where new powers and skills are put into practice and tested in the best possible way: at risk of life! | One of the most anticipated moments for most players at any RPG table is combat. It is the moment when strategies thought for more than a week emerge, where new powers and skills are put into practice and tested in the best possible way: at risk of life! | ||
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Here are a few examples of the sorts of things you can do in tandem with your movement and action: | Here are a few examples of the sorts of things you can do in tandem with your movement and action: | ||
<div id="mp-banner" class="MainPageBG mp-bordered" style="float: center; text-align: left; width: 35%"> | <div id="mp-banner" class="MainPageBG mp-bordered" style="float: center; text-align: left; width: 35%; margin: 0 auto;"> | ||
* Draw or sheathe a sword | * Draw or sheathe a sword | ||
* Open or close a door | * Open or close a door | ||
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== Creature Size == | == Creature Size == | ||
Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories. | Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories. | ||
{| class="wikitable" | {| class="wikitable" style="background-color:#F8F9FA; margin: 20px auto;" | ||
| colspan=" | |- style="font-weight:bold; text-align:center;" | ||
! colspan="9" | Size Categories | |||
|- style="font-weight:bold;" | |||
| Size | |||
| Space | |||
| Max Height | |||
| Weight | |||
| AC | |||
| Hide | |||
| DR | |||
| Weapon | |||
| Range | |||
|- style="background-color:#B4A7D6;" | |||
| style="text-align:left;" | Diminutive | |||
| style="text-align:left;" | 1 by 1 ft | |||
| style="text-align:center;" | 29 cm | |||
| 1/16 - 1/2 kg | |||
| style="text-align:center;" | +4 | |||
| style="text-align:center;" | +8 | |||
| style="text-align:center;" | 0 | |||
| style="text-align:center;" | -3 | |||
| style="text-align:center;" | 5 ft | |||
|- | |- | ||
| | | style="text-align:left;" | Tiny | ||
| | | style="text-align:left;" | 2,5 by 2,5 ft | ||
| style="text-align:center;" | 59 cm | |||
| 1/2 - 4 kg | |||
| style="text-align:center;" | +2 | |||
| style="text-align:center;" | +4 | |||
| style="text-align:center;" | 0 | |||
| style="text-align:center;" | -2 | |||
| style="text-align:center;" | 5 ft | |||
|- style="background-color:#B4A7D6;" | |||
| style="text-align:left;" | Small | |||
| style="text-align:left;" | 5 by 5 ft | |||
| style="text-align:center;" | 99 cm | |||
| 4 - 30 kg | |||
| style="text-align:center;" | +1 | |||
| style="text-align:center;" | +2 | |||
| style="text-align:center;" | 0 | |||
| style="text-align:center;" | -1 | |||
| style="text-align:center;" | 5 ft | |||
|- | |- | ||
| | | style="text-align:left;" | Medium | ||
|2,5 | | style="text-align:left;" | 5 by 5 ft | ||
| style="text-align:center;" | 2,99 m | |||
| 30 - 250 Kg | |||
| style="text-align:center;" | 0 | |||
| style="text-align:center;" | 0 | |||
| style="text-align:center;" | 0 | |||
| style="text-align:center;" | 0 | |||
| style="text-align:center;" | 5 ft | |||
|- style="background-color:#B4A7D6;" | |||
| style="text-align:left;" | Large | |||
| style="text-align:left;" | 10 by 10 ft | |||
| style="text-align:center;" | 4,49 m | |||
| 251 - 2.000 kg | |||
| style="text-align:center;" | -1 | |||
| style="text-align:center;" | -1 | |||
| style="text-align:center;" | 1 | |||
| style="text-align:center;" | +1 | |||
| style="text-align:center;" | 5 ft | |||
|- | |- | ||
| | | style="text-align:left;" | Huge | ||
|5 | | style="text-align:left;" | 15 by 15 ft | ||
| style="text-align:center;" | 5,99 m | |||
| 2 - 16 tons | |||
| style="text-align:center;" | -2 | |||
| style="text-align:center;" | -2 | |||
| style="text-align:center;" | 2 | |||
| style="text-align:center;" | +2 | |||
| style="text-align:center;" | 10 ft | |||
|- style="background-color:#B4A7D6;" | |||
| style="text-align:left;" | Gargantuan | |||
| style="text-align:left;" | 20 by 20 ft | |||
| style="text-align:center;" | 7,49 m | |||
| 16 - 125 tons | |||
| style="text-align:center;" | -4 | |||
| style="text-align:center;" | -4 | |||
| style="text-align:center;" | 4 | |||
| style="text-align:center;" | +4 | |||
| style="text-align:center;" | 15 ft | |||
|- | |- | ||
| | | style="text-align:left;" | Colossal | ||
| | | style="text-align:left;" | 25 by 25 ft + | ||
|- | | style="text-align:center;" | - | ||
| | | 125 tons + | ||
| | | style="text-align:center;" | -8 | ||
|- | | style="text-align:center;" | -8 | ||
| | | style="text-align:center;" | 8 | ||
| | | style="text-align:center;" | +5 | ||
|- | | style="text-align:center;" | 20 ft | ||
| | |||
|20 | |||
|} | |} | ||
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Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one. | Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one. | ||
:'''Squeezing into a Smaller Space''' | |||
A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a certain space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space. | :A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a certain space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space. | ||
'''Maximum height'''. This is the maximum height for a creature of that size category, a creature can be up to that height before it is considered a category above, however if the creature is one height below, its dimensions may cause it to be considered a creature. another size category. | |||
'''Weight'''.The weight described in this column is the common weight of creatures of this category, however several characteristics can modify this value. | |||
'''AC'''. Higher category creatures are more easily targeted while smaller creatures are more difficult. Because they have a larger area to hit, larger creatures receive AC penalties while smaller creatures receive bonuses. This AC modifier is applied to the creature's final AC. | |||
'''Hide'''. As with AC, a larger creature has more difficulty hiding if it doesn't have some adaptation for it, while smaller creatures can hide more easily. This is the modifier applied to Stealth checks to hide or avoid making noise. | |||
'''DR'''. Although they are easier to hit, larger creatures have a more robust body structure, so they receive Damage Resistance at the amount indicated in this column: This DR value is subtracted from any damage taken other than true damage. | |||
'''Weapon'''. When creatures use weapons, they are usually proportional to their size, for this reason, smaller creatures receive a penalty to the damage scale of their weapons while larger creatures receive bonuses. This value is applied to the damage scaling of weapons made for these creatures. | |||
'''Range'''. Larger creatures can attack at a greater distance, the value indicated is the range of melee attacks made by these creatures. In the case of weapons, the difference in size must be considered. Creatures of up to Large size can normally attack only adjacent creatures with melee combat, while creatures of larger size can attack creatures that are within the indicated distance. | |||
= Actions in Combat = | = Actions in Combat = | ||
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Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. | Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. | ||
== Disarm == | |||
The disarming action may seem tempting at first, but it is extremely risky for those without the proper training to attempt it. | |||
===Melee Disarm=== | |||
To disarm a target in melee weapon combat, the attacker must use an attack action against a target's weapon, this action only works if the attacker's weapon can be disarmed (natural or integrated weapons do not allow this action). | |||
The attacker makes an attack roll with disadvantage directed at a target's weapon, the target makes an Athletics or Acrobatics roll (whichever is higher) with advantage to defend. If the attacker succeeds, the attack does no damage and the weapon is knocked down. If the defense succeeds, the attack has no effect and the defending target's next attack against the attacker is made with advantage. | |||
===Ranged Disarm=== | |||
To disarm a target with a ranged attack, the attacker must use an attack action and make an attack roll with disadvantage against the target's weapon. The target makes an Athletics or Acrobatics roll (whichever is higher) with advantage to defend. If the attacker succeeds, the attack does no damage and the weapon is knocked down. If the defense succeeds, the attack has no effect. | |||
===Modifiers=== | |||
The disarm action has some factors that modify the attack or defense roll, with more than one of them being applied in a single action. The resolution of the sum of advantages and disadvantages is done before the action, with an advantage always being canceled when receiving a disadvantage. In cases where there is more than one final factor of disadvantage, for each additional factor, the attacker or target rolls at -5 to his roll. In cases where there is more than one final advantage factor, for each additional factor, the target or defender makes the roll at +5 to his roll. Some of the modifiers: | |||
* The attacker has disadvantage on the roll if the target is holding the weapon with two or more hands. | |||
* The target has advantage on the roll if it is one size larger than the attacker. | |||
* The attacker has advantage on the roll if he is one size larger than the target. | |||
* The attacker has advantage if the attack is made with surprise or stealth. | |||
== Disengage == | == Disengage == | ||
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You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy. | You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy. | ||
=== Two | === Two or More Weapon Fighting === | ||
When you take the Attack action | All characters that have two arms can choose to fight using two weapons. When you take the Attack action with a light melee weapon, you can use your bonus action to attack with another light melee weapon you are wielding in your other hand. You don't add your ability modifier to the bonus attack's damage unless that modifier is negative. | ||
If | If the weapon has the thrown property, you can throw it instead of making a melee attack with it. | ||
Some class features, Heritages, and Enhancements grant ranks in Two-Weapon Fighting, with each rank granting you certain advantages when using that form of combat. Every creature initially has rank 0 in two-weapon combat. | |||
Attempting to fight with two weapons, without both being light and without having any level in Two-Weapon Fighting, inflicts a -5 penalty on each attack. | |||
{| class="wikitable" style="text-align:center; margin:10px auto;" | |||
|- style="font-weight:bold; background-color:#B4A7D6;" | |||
! colspan="2" | Two Weapon Combat Grade | |||
|- style="font-weight:bold;" | |||
| Grade | |||
| style="text-align:left;" | Effect | |||
|- style="background-color:#B4A7D6;" | |||
| 0 | |||
| style="text-align:left;" | Attacks with 1 light weapon in each hand with primary only modifier | |||
|- | |||
| 1 | |||
| style="text-align:left;" |Attacks with 1 light weapon in each hand with damage modifier in both | |||
|- style="background-color:#B4A7D6;" | |||
| 2 | |||
| style="text-align:left;" | Attacks with 1 weapon in one hand and a light weapon in the secondary with damage modifier in both | |||
|- | |||
| 3 | |||
| style="text-align:left;" | Attacks with 1 weapon in each hand with damage modifier in both | |||
|} | |||
=== Multiple Members=== | |||
Some creatures and Origins may have more than two upper limbs, when this happens, these creatures can use these additional limbs to make attacks, within the limit of attacks they can normally make, and can use different weapons with this variety of additional limbs. | |||
=== Grappling === | === Grappling === | ||
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For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well. | For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well. | ||
== Damage Scale == | |||
In Runarcana RPG, some class features, runes and other possibilities, confer "increase in damage scale", this means that the damage dice of this action increase within the scale. When an attack or spell's damage dice get a increase, they move up the damage category, 1d6 becomes 1d8 or even 6d6 becomes 6d8. It is possible that more than one increase will occur, causing the increase to follow the structure of the table below: | |||
{| class="wikitable" style="background-color:#F8F9FA; margin: auto; border: 1px solid black;" | |||
|- style="font-weight:bold;" | |||
! colspan="9" | Damage Scale | |||
|- style="font-weight:normal;" | |||
| style="border: 1px solid black; | 1 | |||
| style="border: 1px solid black; | 1d2 | |||
| style="border: 1px solid black; | 1d3 | |||
| style="border: 1px solid black; | 1d4 | |||
| style="border: 1px solid black; | 1d6 | |||
| style="border: 1px solid black; | 1d8 | |||
| style="border: 1px solid black; | 1d10 | |||
| style="border: 1px solid black; | 1d12 | |||
| style="border: 1px solid black; | 1d12 + x | |||
|} | |||
That way, when the damage reaches 1d12, your next step becomes the addition of 1d4 turning 1d12 + 1d4 and the progression takes over for that new die. When it becomes 1d12, the logic is repeated by adding +1d4. For multiple dice the same logic follows. | |||
Eg: 6d6, 6d8, 6d10, 6d12, 6d12 + 1d4, 6d12 + 1d6 | |||
== Damage Types == | == Damage Types == | ||
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'''Force'''. Force is pure energy channeled in a way that does damage. Most of the effects that do force damage are magical, including ''magic missiles'' and ''spiritual weapon''. | '''Force'''. Force is pure energy channeled in a way that does damage. Most of the effects that do force damage are magical, including ''magic missiles'' and ''spiritual weapon''. | ||
''Cold''. The infernal chill that radiates from the freezing breath of a Glacial Dragon, and even in severe Freljord weather, can cause you cold damage. | '''Cold'''. The infernal chill that radiates from the freezing breath of a Glacial Dragon, and even in severe Freljord weather, can cause you cold damage. | ||
'''Fire'''. The flames of a campfire, a small match, or even the terrible breath weapon of an Infernal Dragon can be sources of fire damage. | |||
'''Radiant'''. Radiant damage, caused by channeling spiritual energy | |||
into a reliquary stone or an extraplanar aid from a fairy being, is | |||
capable of causing radiant damage, burning corrupted flesh, and | |||
destroying those corrupted by the shadows. | |||
'''Shadow'''. Shadow damage is damage caused by weakening the bonds of matter, similar to disruptive damage, but without its obliterating potency. | |||
'''Thunder'''. Sound vibrations at an extremely high frequency are capable of causing damage to a creature's body structure. | |||
'''Poison'''. Poisons manufactured by renowned alchemists or toxic gases from the sump level can be good examples of poisonous damage. | |||
==== Simple Physical Damage ==== | |||
'' | '''Bludgeoning'''. Impact force attacks - hammers, falls, constriction, and the like - deal bludgeoning damage. | ||
'''Slashing'''. Swords, axes, and claws of creatures deal sharp damage. | |||
''' | |||
'''Piercing'''. Piercing and penetrating attacks, including spears and creature bites, inflict piercing damage. | |||
=== Magical Damage === | |||
As the name implies, magical damage comes from magical sources, whether natural or not, the effect of an Arcane's spell or the Ancient Dragon's breath. | |||
In this category, we can see Spiritual Damage, something that can only come from a magical source, they are damages capable of affecting the mind and spirit of a creature, being able to alter both the mental constitution and its physical constitution of a creature. | |||
==== Magical Elemental Damage ==== | |||
'''Antimonic'''. The magical variation of acid damage, able to erode even matter itself, this damage becomes something extremely dangerous for anything, whether it is alive or not. | |||
''' | |||
'''Plasma'''. One of the magical variations of lightning damage, plasma damage is the purest magical energy, being formed from mana in its most primary form. | |||
''' | |||
'''Runic'''. One of the magical variations of force damage, runic damage is most often related to the source of the most common magic in Runeterra, the Runes. Runes that deal no elemental damage tend to deal Runic damage. | |||
'''Glacial'''. The magical variation of cold damage, glacial damage becomes much more potent, which can make a character feel chills deep in their bones and a feeling of partial freezing. | |||
''' | |||
'''Incinerating'''. The magical variation of fire damage, incinerating damage, is very common in Fire Elementals of higher levels, being practically impossible to be erased by conventional means. | |||
''' | |||
'''Luminary'''. One of the magical variations of radiant damage, luminary damage comes from the purest of lights, appearing with the full spectrum of colors by the extent it passes through, but it is also one of the rarest types of damage. | |||
''' | |||
'''Lunar'''. One of the magical variations of radiant damage, lunar damage comes from moonlight, capable of inflicting a great deal of damage on unstoppable voidborn. | |||
'''Noctiferous'''. The magical variation of Dark damage, noctiferous damage, is a concept that few have had the chance to understand without causing their own destruction, noctiferous damage comes from an extremely volatile energy, capable of easily disintegrating anything. | |||
'''Vibrational'''. The magical variation of thunder damage, vibrational damage amplifies the very frequencies of a physical body or not and can easily reach incorporeal creatures. | |||
'''Intoxicating'''. The magical variation of poison damage, not created by common mixtures, intoxicating damage is capable of destroying even the greatest of resistances. | |||
==== Magical Physical Damage ==== | |||
'''Lacerating'''. The magical variation of slashing damage, the lacerating damage is not able to be healed by simple means, creating scars unable to be easily disguised. | |||
''' | |||
'''Incisive'''. The magical variation of piercing damage, incisive damage can go through even the thickest shell or even the most rigid mineral. | |||
''' | |||
'''Crushing'''. One of the magical variations of bludgeoning damage, crushing damage, brings with it a surreal force, almost as if three adult basilisks hit a single point at the same time. | |||
''' | |||
==== Spiritual Damage ==== | |||
'''Necrotic'''. Necrotic damage, capable of reaching an individual's own soul, unprepared creatures rarely manage to resist this deadly touch. | |||
''' | |||
'''Psychic'''. A direct attack on your thoughts, psychic damage is something that only those with their most empowered minds are able to resist. | |||
''' | |||
=== True Damage === | |||
'''Disruptive'''. One of the magical variations of force damage, disruptive damage is something that is not from this realm, it comes from a place that wants to consume everything and everyone. | |||
''' | |||
'''Gravitational'''. One of the magical variations of bludgeoning damage, gravitational damage is extremely rare, only found through extremely powerful creatures and beings capable of casting Celestial magic. | |||
''' | |||
'''Cronal'''. One of the magical variations of force damage, cronal damage is almost impossible to be found unnaturally, cronal damage is something that everyone receives daily in their lives, it is responsible for the aging of a being, and when used by a caster, he is able to partially change the age of a living being or not. | |||
== Absorption, Immunity, Resistance, and Vulnerability == | |||
Some creatures and objects are too difficult or too easy to be harmed with certain types of damage. If a creature or object has resistance to a damage type, it is halved when affected by that damage type. If a creature or object is vulnerable to a damage type, the damage dealt is doubled. | |||
Resistance and vulnerability are applied after adding all other damage modifiers. For example, a creature that has resistance to bludgeoning damage, and is hit by an attack that deals 25 points of that damage type. The creature is also within a magical aura, which reduces any and all damage by 5. The 25 damage is reduced by 5 and then halved, so the creature takes 10 damage. | |||
Multiple resistance or vulnerability types that affect the same damage type only count as one type. For example, if a creature has fire damage resistance as well as resistance to all nonmagical damage, the damage dealt by a nonmagical fire is still reduced by half by the creature, not by three-quarters. | |||
A damage type considered simple or magic changes this rule, a creature that has resistance to simple damage will not have resistance to its magic variation, but if the creature has resistance to magic variation, it will also have resistance to the simple damage. While a creature is vulnerable to a simple damage type, it will also be vulnerable to its magical variation. | |||
For example, a creature with resistance to incinerating damage and vulnerability to cold damage will take half damage when taking fire or incinerating damage and take double damage when taking cold damage. | |||
Besides that, there is also immunity and damage absorption. When a creature has immunity to a certain type of damage, it will not take any damage of that type, while if it has absorption, instead of negating or taking only half damage, it will recover a number of hit points equal to half the amount of damage taken from that specific damage type. | |||
Absorption has some limitations to the ways it can recover hit points: | |||
*A creature can't regain hit points this way from damage from itself; | |||
' | *Creatures with absorption can absorb damage from spells only if the spell is 1st level or higher; | ||
*Creatures with absorptiion have immunity against conditions that deal conminuous damage related to the damage they have absorption. For example, a creature that has fire damage absorption and is targeted by a spell to gain the Scorched condition will be affected by the spell normally, but the condition will have no effect on it; | |||
*Natural sources that are used as absorption are literally absorbed into the creature's body. For example, if a creature has fire damage absorption and a torch is thrown at it, the creature absorbs the fire damage dealt by the torch and the torch goes out. Similarly, a creature that absorbs acid damage, it absorbs the substance. The same goes for the other types of damage. | |||
Simple and magical damage also influence this rule, if a creature has immunity or absorption to simple damage, it does not mean that it will have immunity or absorption to magical damage, however, if the creature has immunity or absorption to a magical variation, it will also have this immunity or soak to simple damage. | |||
For example, a creature with immunity to incinerating damage, will take no damage when taking fire or incinerating damage, the same goes for absorption. | |||
Some factors like spells, abilities, curses, and other things can increase or decrease a creature's resistance scale. The resistance scale goes in the following order: vulnerability, normal damage, resistance, immunity, and absorption. | |||
For example, if a creature that has immunity to a damage type has its resistance scale reduced by 2, it will now take normal damage. | |||
No creature or object has true damage resistance, immunity, or absorption. | |||
=== Resistance Scale === | |||
{| class="wikitable" style="background-color:#F8F9FA; margin: auto auto 10px 10px; float: right;" | |||
|- style="font-weight:bold; text-align:center;" | |||
! colspan="2" style="background-color:#d9d2e9;" | Resistance Scale | |||
|- style="font-weight:bold;" | |||
| Value | |||
| Scale | |||
|- style="background-color:#d9d2e9;" | |||
| -2 | |||
| Vulnerability | |||
|- | |||
| -1 | |||
| Weakness | |||
|- style="background-color:#d9d2e9;" | |||
| 0 | |||
| Normal | |||
|- | |||
| +1 | |||
| Resistência | |||
|- style="background-color:#d9d2e9;" | |||
| +2 | |||
| Immunity | |||
|- | |||
| +3 | |||
| Absorption | |||
|} | |||
'''''Vulnerability'''''. Damage taken is doubled. | |||
'''''Weakness.''''' Upon taking damage of the specified type, the target must make a Constitution saving throw whose DC is 10 or half the damage taken, whichever is greater, and on a failure it has disadvantage on all its attack rolls and ability checks for a number of rounds equal to 10 - (half your Constitution modifier + your proficiency bonus). If the damage is continuous, such as from the Scorched condition, this duration resets for each turn the damage is taken. | |||
'''''Normal'''''. There is no special interaction with damage | |||
'''''Resistance'''''. Damage is halved. | |||
'''''Immunity'''''. Damage is ignored | |||
'''''Absorption'''''. If you meet the conditions described above, half of the damage dealt is healed by the target as hit points. | |||
=== Poisons === | |||
The interaction of resistances with poison works differently than other damage types: | |||
* '''Poison Resistance''': When the poisonous formula is of a level equal to or less than your proficiency bonus, you make the saving throw with advantage. If you already have advantage, add +1 to the roll. | |||
* '''Immunity to Poisoning''': You are immune to poisonous formulas of a level equal to or less than your proficiency bonus. | |||
* '''Resistance to poison damage'''. Grants your proficiency bonus to the saving throw to poison formula *'''Immunity to poison damage'''. Grants double your proficiency bonus to the save from poisonous formulas. | |||
== Healing == | |||
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Unless it results in death, the damage is not permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points, and magical methods such as magic ''cure wounds'' or a healing potion can instantly remove damage. | |||
When a creature receives healing of any kind, the recovered hit points are added to its total hit points. A creature’s hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, an Acolyte grants a Hunter 8 hit points of healing. If the Hunter has 14 current hit points and has a hit point maximum of 20, the Hunter regains 6 hit points from the Acolyte, not 8. | |||
A creature that has died can’t regain hit points until spells, such as the ''revivify'' spell, have restored it to life. | |||
== Dropping to 0 Hit Points == | |||
When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. | |||
=== Instant Death === | |||
=== | |||
Massive damage can kill you instantly. When damage reduces you to 0 hit points, and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. | |||
For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the Acolyte dies. | |||
=== Falling Unconscious === | |||
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If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix A). This unconsciousness ends if you regain any hit points. | |||
=== Death Saving Throws === | |||
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Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw | |||
'''''Roll a d20'''''. If the roll is 10 or higher, you succeed. Otherwise, you fail. Success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. | |||
The number of both is reset to zero when you regain any hit points or become stable. | |||
:'''Rolling 1 or 20'''. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point. | |||
''' | |||
:'''Damage at 0 Hit Points'''. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death. | |||
''' | |||
=== Stabilizing a Creature === | |||
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The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw. | |||
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Medicine check. | |||
A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable and must start making death saving throws again if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours. | |||
=== Creatures and Death === | |||
=== | |||
Most GMs have a creature die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws. | |||
Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters. | |||
== Knocking a Creature Out == | |||
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Sometimes an attacker wants to incapacitate a foe rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. | |||
== Temporary Hit Points == | |||
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Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren’t actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury. | |||
When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage. | |||
Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points. | |||
Healing can’t restore temporary hit points, and they can’t be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22. | |||
If you have 0 hit points, receiving temporary hit points doesn’t restore you to consciousness or stabilize you. They can still absorb damage directed at you while you’re in that state, but only true healing can save you. | |||
Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted, or you finish a long rest. | |||
= Mounted Combat = | |||
A knight charging into battle on a warhorse, an Arcane casting spells from the back of a basilisk, or an Acolyte soaring through the sky on a silverwing all enjoy the benefits of speed and mobility that a mount can provide. A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules. | |||
== Mounting and Dismounting == | |||
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Once during your move, you can mount or dismount a creature that is within 5 feet of you. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0. | |||
If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw. If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet of it. | |||
== Controlling a Mount == | |||
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While you’re mounted, you have two options. You either control the mount or allow it to act independently. Intelligent creatures act independently. | |||
You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. | |||
An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes. In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount. | |||
= Underwater Combat = | |||
When adventurers pursue plundercrab back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply | |||
When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident. | |||
A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). | |||
Creatures and objects that are fully immersed in water have resistance to fire damage. | |||