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Criou página com '===Gelatinous Consistencya=== By choosing the Gelatinous Consistency greater trait, you become a creature capable of slipping through the smallest of cracks, allowing you to slip in and occupy another creature's space. You have resistance to simple physical damage, and you can pass through small holes, narrow openings, and even the merest cracks, though you treat liquids as if they were solid surfaces to accomplish this. By doing this, for every 1 foot covered by the gap...'
Criou página com '===Constructed=== You might have been built intentionally, but you could also have been animated through some object. You become a living construct and gain the following traits: *Resistance to poison and poison damage. *Immunity to non-magical diseases. *Does not need to eat, drink or breathe. *Does not need sleep, does not suffer from Exhaustion from lack of rest and does not suffer effects from sleep magic. *Heals only half the hit point with healing spells and effect...'
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By choosing the Gelatinous Consistency greater trait, you become a creature capable of slipping through the smallest of cracks, allowing you to slip in and occupy another creature's space. You have resistance to simple physical damage, and you can pass through small holes, narrow openings, and even the merest cracks, though you treat liquids as if they were solid surfaces to accomplish this. By doing this, for every 1 foot covered by the gap, it costs an additional 4 feet. When you enter the space of a creature that is at least one size category smaller than you, the creature must make a Dexterity saving throw with DC 8 + your Constitution modifier. On a success, the creature can choose to be pushed 5 feet behind or to the side of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failure, you enter the creature's space, and the creature takes 1d6 acid damage and is engulfed. The engulfed creature can't breathe, is Restrained, and takes 1d6 acid damage at the start of each of its turns inside you. When you move, the engulfed creature moves with you. An engulfed creature can try to escape by using an action to make a Strength saving throw using the same DC. On a success, the creature escapes and enters a space of its choice, within 5 feet of you. You can only contain up to two creatures smaller than you at a time. While they have disadvantage to attack you, your Armor Class becomes 10 + your Constitution modifier for engulfed creatures.
By choosing the Gelatinous Consistency greater trait, you become a creature capable of slipping through the smallest of cracks, allowing you to slip in and occupy another creature's space. You have resistance to simple physical damage, and you can pass through small holes, narrow openings, and even the merest cracks, though you treat liquids as if they were solid surfaces to accomplish this. By doing this, for every 1 foot covered by the gap, it costs an additional 4 feet. When you enter the space of a creature that is at least one size category smaller than you, the creature must make a Dexterity saving throw with DC 8 + your Constitution modifier. On a success, the creature can choose to be pushed 5 feet behind or to the side of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failure, you enter the creature's space, and the creature takes 1d6 acid damage and is engulfed. The engulfed creature can't breathe, is Restrained, and takes 1d6 acid damage at the start of each of its turns inside you. When you move, the engulfed creature moves with you. An engulfed creature can try to escape by using an action to make a Strength saving throw using the same DC. On a success, the creature escapes and enters a space of its choice, within 5 feet of you. You can only contain up to two creatures smaller than you at a time. While they have disadvantage to attack you, your Armor Class becomes 10 + your Constitution modifier for engulfed creatures.


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===Constructed===
===Construído===
You might have been built intentionally, but you could also have been animated through some object. You become a living construct and gain the following traits:
Você pode ter sido construído intencionalmente, mas também pode ter sido animado através de algum objeto. Você se torna um construto vivo e recebe as seguintes características:
*Resistance to poison and poison damage.
*Resistência a venenos e a dano venenoso
*Immunity to non-magical diseases.
*Imunidade a doenças não mágicas
*Does not need to eat, drink or breathe.
*Não precisa comer, beber ou respirar
*Does not need sleep, does not suffer from Exhaustion from lack of rest and does not suffer effects from sleep magic.
*Não precisa dormir, não sofre efeito de exaustão por falta de descanso e não sofre efeitos de magia de sono
*Heals only half the hit point with healing spells and effects. The repair damage spell heals normally.
*Cura apenas metade da vida com magias e efeitos de cura. A magia reparar dano cura normalmente.
*Disadvantage on saving throws from hostile climates, such as cold or desert, if you don't have proper equipment.
*Desvantagem em salvaguardas por climas hostis, como frio ou deserto, caso não tenha equipamento adequado.
</div>

Edição das 18h03min de 15 de novembro de 2024

This article complies with version 0.95 of Runarcana RPG

To say that Runeterra is a world shaped by magic is an understatement. In addition to shaping the world, magic also permeates all existences in Runeterra, from those that move and breathe to those that seemingly have no trace of consciousness or life. The tools to make this happen, although manipulated by unknown hands, were the World Runes, however, while it is certain that the World Runes are related to magic, it is not known exactly whether they originated the magic or if it was the other way around.

Either way, thanks to Magic or the World Runes, unexpected things happen, perhaps as if nature itself were trying to say something by creating new life forms. Among all the Origins of Runeterra, the Runrborn are life forms that arise in a variety of ways, sometimes as a result of a great reverberation of the energy of the World Runes, sometimes by a conjurer powerful enough to create life, or even through experiments with the various magical sources of Runeterra. It would even be possible to say that Runeborn are creatures created by the whims of the Runes, however the reality is somewhat different.

What makes a Runeborn so unique is precisely the fact that the process that made it exist is not something traditional, whether purely through its creation or even through the total transformation of some other being, from a rock resting in a lake, to even a spirit that finds a shortcut to the physical world, taking a physical form completely different from any other ever seen.

Unique Story

Each Runeborn creature can have a totally unique history, not limited to its creation, but also undergoing unknown mutation processes, celestial interference or even as a consequence of some great magical act. In this way, the Runeborn are unique not only in their history, but also as the only members of their species, usually without a culture and customs of their own and coming to develop this through complete interaction with the world around them.

Upon becoming conscious, a Runeborn who has been created perceives the world around him, but may not even know how to communicate, if he has the means to do so, such as a vocal apparatus; after all, not all Runeborn are created equal. Typically, the mind of a Runeborn who has been created is a blank slate, a blank slate, learning everything through his first experiences. It is no wonder that many Runeborn creatures end up becoming monsters or reclusive creatures because they are unable to become part of society.

Essence

Although it is more common for the Runeborn to be completely new creatures, this is not exclusive; it can often happen that a creature belonging to a regular species undergoes a great change, something that even modifies its essence, making it something apart from its previous species.

When this happens, it is usually a traumatic enough process that the creature has all of its memories removed. The possibility of rescuing them may exist and should be decided in the story together with the GM of the table.

Reproduction

The vast majority of Runinata are sterile, and cannot pass their characteristics on to other descendants. This may happen due to the absence of mechanisms for this, or due to the presence of mechanisms but the lack of a compatible one. As with the other details, this must also be decided together with the Master.

Runeborn Origin Traits

Attributes: You can add 2 points to an attribute and 1 to a second attribute.

Heritage. You have 0 Origin Heritage points

Age. The default age of Runeborns is based on the age of Humans, however this expectation can change noticeably based on the traits chosen.

Languages. Runeborns lack any form of communication and cannot speak, read, or write any language. You can choose the Communication, Ancestral Communication, or Telepathic Communication traits to have this changed.

Size. Your base size is Small or Medium. Your height should match this.

Speed. Your base walking speed is 30 feet, which can increase or decrease depending on the traits chosen.

Region. Each region of Runeterra has a different culture. You can choose any region as your home region, though you don't gain proficiencies accordingly unless you choose the Native minor trait. You can see more about this in Chapter 11: Runeterra.

Past. Normally, Runeborns do not have a definite Past unless the Antecedent minor trait is chosen.

Major Traits. Each trait can only be taken once, unless the trait states otherwise, or has a numeric marker specifying a value for each time the trait is taken.

Origin Points

All origins have several characteristics that grant benefits such as Crafts, Skills, a Region and even a Past which, in turn, also grant characteristics.

A Runinata character does not have these characteristics, instead he has a number of Minor Traits and Major Traits that allow these characteristics attributed to the origins to be purchased in a fully customized way.

The number of Major and Minor Traits should be discussed and defined by the Master, who will make a choice carefully considering the impact that this level of customization can bring, with some extremely focused combinations that can produce complicated results to deal with.

Comparatively, Origins has the equivalent of 6 Minor Traits and 4 Major Traits, but its distribution is balanced by not having an excessive focus on characteristics from any of the three axes, maintaining a balance between exploration, roleplay and combat.

Number of initial Traits

Below are some punctuation options, with some information about them.

Controlled

  • Minor Traits: 3
  • Larger Traits: 2

This option is considered the most restrictive, placing any origin below the official origins. It is recommended for masters who want to allow this customization, but are afraid of what a larger number of points may entail.

Moderate

  • Minor Traits: 4
  • Larger Traits: 3

The moderate option allows for more flexibility, and while it may seem like a step down from the other origins, optimizing and focusing too much on a set of traits with great synergy can create strong combinations. It is recommended for GMs who have a deep understanding of the system but do not yet have a full understanding of the players.

Strong

  • Minor Traits: 6
  • Larger Traits: 4

The Strong Option makes a Runeborn have the same amount of characteristics as the other origins, giving it a similar function to the other official origins in theory, but with great combo potential. It is only recommended for GMs who have a deep knowledge of the system and are prepared to deal with combo-loving players, or who are already familiar with the players.

Conversion

It is possible to convert some traits into Origin points to allocate them to other types of Traits that you are interested in. For example, exchanging 1 Major Trait for 2 Minor Traits in search of more skills or crafts, for example. Another more common reason to use this conversion is to access the Superior Traits that, by default, can only be accessed this way, since only 1 Trait of each type (Major and Minor) can be converted into Origin Points receiving the following score:

  • Minor Trait. 1 Origin Point
  • Major Trait. 2 Origin Points

Disadvantages

Also, during the creation of a Runeborn, you can opt to choose some disadvantages, each disadvantage grants an amount of Origin Points that can be exchanged to choose more major or minor traits. You can choose the same Disadvantage more than once, except for Magic Disadvantages.

Some disadvantages cannot be chosen when some Traits are chosen, so it is important to use common sense and remember that the final word is the DM's.

You can spend Origin points to gain other Traits, at the following cost:

  • Minor Trait. 1 Origin Point
  • Major Trait. 3 Origin Points
  • Superior Trait. 6 Origin Points

Trait Gallery

Below are the traits divided into their three categories as well as possible disadvantages:

Disadvantages
Points Description
Form
1 Non-humanoid anatomy
1 Absence of 1 upper limb
1 Only 1 eye. Disadvantages on rolls against Blindness
Speed
0,5 Reduces 5 feet from all base speeds
Attribute Reduction
0,5 Decreases 1 Attribute point (out of the initial 3 points)
Weakness
1 Weakness to a spiritual damage
1 Weakness to a simple elemental damage or mundane material (wood, stone, metal, etc.)
0,5 Weakness only to a magical variation of elemental damage or to a rare material
2 Weakness to a simple physical damage
3 Weakness to a magical physical damage
Vulnerability
1 Vulnerability to a spiritual damage
1 Vulnerability to a magical elemental damage
2 Vulnerability to a simple elemental damage
2 Vulnerability to a magical physical damage
3 Vulnerability to a simple physical damage
Magic
1 You become unable to cast any spells, can attune to no more than half the number of magic items you normally could, and are unable to use active effects from those items.
1 If you're a spellcaster, whenever you spend mana points, you take damage equal to the spell's level.
2 If you are a spellcaster, your mana points are halved
2 You become unable to attune to magic items


Traços Menores
Traço Benefício
Alimentação Alternativa Você não precisa se alimentar de comida e água, mas precisa se alimentar de outra forma.
Aquático Você recebe 15 pés de deslocamento de natação. (15, 15, 10…)
Antecedente Você pode escolher um Passado à sua escolha.
Arma Aprimorada Sua arma natural (ou sopro) tem seu dano aumentado em 1 categoria. Cada vez que você escolhe esse traço, ele se aplica a apenas uma arma.
Arma Mágica Sua Arma natural (ou sopro) causa metade do seu bônus de Proficiência como dano adicional e ao alcançar o 12º nível o dano causado por elas e torna mágico. Cada vez que você escolhe esse traço, ele se aplica a apenas uma arma.
Artesão Você recebe proficiência com um Ofício à sua escolha. Você recebe proficiência com um Ofício adicional para cada vez que você escolher esse traço.
Bélico Você recebe proficiência com uma arma à sua escolha. Você recebe proficiência com uma arma adicional para cada vez que você escolher esse traço.
Caminhante Ligeiro Você recebe 10 pés de deslocamento de caminhada adicional e sua altura aumenta em 30 centímetros para cada vez que você escolher esse traço.
Chaveirinho Você se torna uma criatura Miúda, seu deslocamento é reduzido em 5 pés.
Comunicação Você aprende a falar, ler e escrever um idioma comum à sua escolha. Você pode falar, ler e escrever um idioma comum adicional para cada vez que você escolher esse traço.
Comunicação Telepática Você recebe 60 pés de Telepatia. Caso escolha esse traço mais de uma vez, o alcance aumenta em 10 pés. Consulte as regras para isso no final da descrição dessa Origem.
Disparada Quando você realizar a ação de Disparada você pode realizar um ataque corpo a corpo adicional.
Escalada da Aranha Caso você tenha o traço menor Escalador, você pode escalar superfícies difíceis, inclusive de cabeça para baixo no teto, sem a necessidade de fazer um teste de atributo.
Escalador Você recebe 15 pés de deslocamento de escalada. (15, 15 10…)
Especialista Você recebe especialidade com uma perícia que você possua proficiência.
Flutuar Caso você tenha o traço maior Alado, desde que seu deslocamento não seja 0, você sempre está flutuando à até 5 pés do chão.
Habilidoso Escolha uma Perícia ou Ofício com o qual você tenha proficiência, ao fazer isso você possui vantagem nas rolagens feitas com essa Perícia ou Ofício. Você só pode escolher esse traço 2 vezes.
Membros Longos Você possui membros superiores mais longos que o normal. Seus ataques corpo a corpo possuem 5 pés de alcance adicional.
Oriundo Você recebe as proficiências de acordo com sua Região escolhida.
Perícia Você recebe proficiência com uma perícia à sua escolha. Você recebe proficiência com um perícia adicional para cada vez que você escolher esse traço.
Reunião Telepática Caso você tenha o traço menor Comunicação Telepática, você pode se comunicar com uma quantidade de criaturas igual ao seu modificador de Inteligência (mínimo de 1).
Salto A distância que você cobre em seu salto em altura e em distância é dobrada.
Sentidos Aguçados Você deve escolher entre audição, olfato ou visão. Ao fazer isso você recebe vantagem em testes de Percepção relacionados a esse sentido, uma vez escolhido o sentido, ele não poderá ser alterado. Você pode escolher um sentido adicional para cada vez que você escolher esse traço.
Sorrateiro Você pode tentar se esconder mesmo quando estiver apenas levemente oculto pela folhagem, chuva forte, neve caindo, ou outro fenômeno natural. Além disso, você pode tentar se esconder até mesmo atrás de uma criatura, contanto que ela seja no mínimo uma categoria de tamanho maior que a sua.
Visão Noturna Você recebe 30 pés de visão no escuro cada vez que você escolher esse traço até o máximo de 120 pés.


Traços Maiores
Traço Benefício
Alado Você possui deslocamento de voo. 15, 15, 10…
Anfíbio Você é capaz de respirar tanto fora da água quanto dentro dela.
Arma de Sopro Você é capaz de utilizar uma arma de sopro de um elemento. Confira Arma de Sopro abaixo.
Cauda Você possui uma cauda longa como arma natural. Você é proficiente com essa arma, ela tem alcance de 10 pés e causa 1d4 + seu modificador de Força de dano contundente ou perfurante. Você pode usar essa arma para fazer um ataque em sua ação bônus.
Chifres Você possui chifres como arma natural. Você é proficiente com essa arma e ela causa 1d6 + seu modificador de Força de dano contundente ou perfurante (à sua escolha, uma vez escolhido não poderá ser alterado). Você pode usar essa arma para fazer um ataque em sua ação bônus.
Composição Táurica A parte de baixo de seu tronco é a de uma criatura quadrúpede, possuindo cascos ou patas ao invés de pés. Consulte as regras para isso no final da descrição dessa Origem.
Comunicação Ancestral Você aprende a falar, ler e escrever um idioma exótico ou morto à sua escolha. Você pode falar, ler e escrever um idioma exótico ou morto adicional para cada vez que você escolher esse traço.
Conjuração Inata Você é capaz de conjurar magias seguindo a tabela Magia Runinata. Consulte as regras para isso no final da descrição dessa Origem.
Construído Você se torna um construto vivo. Consulte as regras para isso no final da descrição dessa Origem.
Escavação Você possui membros adaptados para escavação, recebendo deslocamento de escavação. Você não pode escavar rocha sólida. 15, 15, 10…
Ferrão Venenoso Você possui um ferrão como arma natural. Você é proficiente com essa arma e ela causa 1d4 de dano perfurante, adicionalmente, criaturas atingidas por esse ferrão devem realizar uma salvaguarda de Constituição CD 8 + seu bônus de proficiência + seu modificador de Constituição. Em uma falha, ela recebe a condição Intoxicada até o final de seu próximo turno.
Garras Você possui garras como arma natural. Você é proficiente com essa arma e ela causa 1d4 + seu modificador de Força ou Destreza de dano cortante ou perfurante (à sua escolha, uma vez escolhido não poderá ser alterado). Você pode usar essa arma para fazer um ataque em sua ação bônus.
Herança Você possui 2 pontos de Heranças Gerais e recebe novamente 1 ponto nos níveis 5, 9, 13 e 17.
Membros Adicionais Você possui 2 membros superiores adicionais. Você pode escolher esse traço mais de uma vez. Consulte o Capítulo 9 para as regras de combate com membros adicionais.
Placas Protetoras Você possui placas em seu corpo extremamente resistentes. Utilizando uma ação bônus, você pode se encolher (ou voltar ao normal), encobrindo-se por suas placas, ao fazer isso você não pode realizar nenhuma ação e seu deslocamento cai pela metade, porém você recebe resistência a todos os danos físicos simples.
Presas Você possui presas como arma natural. Você é proficiente com essa arma e ela causa 1d4 + seu modificador de Força de dano perfurante. Você pode usar essa arma para fazer um ataque em sua ação bônus.
Resistência Lendária Ao alcançar o nível 16, sua Resistência Mágica se torna imunidade.
Resistência Mágica Ao alcançar o nível 12 sua Resistência Natural passa a afetar o tipo de dano mágico.
Resistência Natural Seu corpo é naturalmente resistente a um tipo de dano. Escolha um tipo de dano físico simples, elemental simples ou espiritual.
Sentidos Especiais Você possui 10 pés de um sentido especial à sua escolha entre Percepção às Cegas e Sentido Sísmico.


Traços Superiores
Traço Benefício
Absorção Caso você tenha o traço maior Resistência Lendária, ao alcançar o nível 18, sua imunidade se torna absorção.
Armadura Natural Escolha um de seus seis atributos, com exceção de Destreza. Desde que não esteja utilizando uma armadura, você passa a calcular sua CA da seguinte maneira: 10 + seu modificador de Destreza + o modificador do atributo escolhido. Uma vez escolhido, o atributo não pode ser alterado.
Conjuração Inata Aprimorada Você possui uma reserva natural de mana e a capacidade de conjuração inata, confira abaixo os detalhes.
Consistência Gelatinosa Você possui um corpo mais líquido do que sólido. Consulte as regras para isso no final da descrição dessa Origem.
Resquício Você escolhe um traço de outra origem. Seu subtipo é o mesmo da origem.

Traits

Below are descriptions of some of the traits in Alphabetical Order:

Breath Weapon

Your breath weapon must be chosen from among the acid, lightning, cold, fire, thunder and poison elements. This weapon deals your proficiency bonus as d6 in a 15-foot cone (cold, fire or thunder) or 30-foot line (acid, lightning or poison); creatures in that area must make a Constitution (cold, fire, or thunder) or Dexterity (acid, lightning, poison) saving throw with DC 8 + your proficiency bonus + your Constitution modifier. You can use this breath weapon a number of times equal to your proficiency bonus per full rest.

Tauric Composition

When choosing the Tauric Composition greater trait, you count as a creature of a larger size category than you are for determining the weight you can carry, push, or pull. Additionally, any climb that requires hands and feet is especially difficult for you because of your body. When performing that type of climb, each 1 foot costs you 4 more instead of 1 as it normally would. Additionally, a Medium or smaller creature can ride you if you allow it. In this situation, you maintain your turn order and act independently, and the creature on top of you loses movement speed until it dismounts from you.

Telepathic Communication

By choosing the Telepathic Communication minor trait, you become able to use this magical ability that allows a creature to mentally communicate with another creature within the specified range. The creature contacted doesn't need to share a language with the creature to communicate with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages, but it cannot start or end a telepathic conversation. A telepath creature does not need to see a contacted creature and can end telepathic contact at any time. Contact breaks as soon as the two creatures are no longer in range of each other, or if the telepathic creature contacts another creature in range. A telepathic creature can start or end a telepathic conversation without using an action, but while the creature is Incapacitated, it cannot initiate telepathic contact, and any contact currently maintained is ended. A creature within the area of an antimagic field or in any other location where magic doesn't work can't send or receive telepathic messages.

Innate Spellcasting

By choosing the Innate Spellcasting major trait, you gain access to spells as your character evolves. You must speak with your GM to define the spells you can choose from among the spells found in Chapter 10. No material components are required for these cantrips or spells. These uses can only be used to cast Runeborn spells, and you regain their uses at the end of a full rest. Your ability to cast these spells should also be discussed with your GM.

DC for your Runeborn Spells = 8 + your proficiency bonus + the Attribute modifier set with your GM
Runeborn Spell Attack Modifier = your proficiency bonus + the Attribute modifier set with your GM
Known Spells and Uses
Level Cantrips 1 2 3
1st 1 - - -
5th 1 1 - -
11th 1 1 1 -
17th 1 1 1 1

Improved Innate Spellcasting

You are a natural spellcaster. Your innate spells require no material components and the spell list must be made with the Master with a maximum of 3 spells per casting level that must have thematic cohesion with your origin. The Spells Known column on the Innate Magic table shows when you learn more spells of your choice from the Spell list. Each of these spells must be of a level equal to or lower than your Maximum Spell Level, as shown on the table. When you receive a new Origin spell, you can choose to replace one you already have. You regain all spent Mana when you finish a full rest. Choose from Intelligence, Wisdom, or Charisma for your Origin spellcasting attribute. You use this attribute whenever a spell refers to your spellcasting attribute.

DC for your Runeborn Spells = 8 + your proficiency bonus + your chosen Attribute modifier
Runeborn Spell Attack Modifier = your proficiency bonus + your chosen Attribute modifier
Improved Innate Spellcasting
Level Cantrips Known Spells Known Mana Points Maximum Spell Level
1st 1 - - -
5th 1 2 2 1st
11th 2 3 5 2nd
17th 2 4 7 3rd

Gelatinous Consistencya

By choosing the Gelatinous Consistency greater trait, you become a creature capable of slipping through the smallest of cracks, allowing you to slip in and occupy another creature's space. You have resistance to simple physical damage, and you can pass through small holes, narrow openings, and even the merest cracks, though you treat liquids as if they were solid surfaces to accomplish this. By doing this, for every 1 foot covered by the gap, it costs an additional 4 feet. When you enter the space of a creature that is at least one size category smaller than you, the creature must make a Dexterity saving throw with DC 8 + your Constitution modifier. On a success, the creature can choose to be pushed 5 feet behind or to the side of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failure, you enter the creature's space, and the creature takes 1d6 acid damage and is engulfed. The engulfed creature can't breathe, is Restrained, and takes 1d6 acid damage at the start of each of its turns inside you. When you move, the engulfed creature moves with you. An engulfed creature can try to escape by using an action to make a Strength saving throw using the same DC. On a success, the creature escapes and enters a space of its choice, within 5 feet of you. You can only contain up to two creatures smaller than you at a time. While they have disadvantage to attack you, your Armor Class becomes 10 + your Constitution modifier for engulfed creatures.

Constructed

You might have been built intentionally, but you could also have been animated through some object. You become a living construct and gain the following traits:

  • Resistance to poison and poison damage.
  • Immunity to non-magical diseases.
  • Does not need to eat, drink or breathe.
  • Does not need sleep, does not suffer from Exhaustion from lack of rest and does not suffer effects from sleep magic.
  • Heals only half the hit point with healing spells and effects. The repair damage spell heals normally.
  • Disadvantage on saving throws from hostile climates, such as cold or desert, if you don't have proper equipment.