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This Article is in accordance with the '''version 0.92''' of [https://runarcana.org Runarcana RPG]
This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG]
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[[Categoria:0.92]]
[[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:


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* 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="2" |'''Size Categories'''
|- style="font-weight:bold; text-align:center;"
|-
! colspan="9" | Size Categories
|'''Size'''
|- style="font-weight:bold;"
|'''Space'''
| Size
|-
| Space
|Tiny
| Max Height
|2,5 feet per 2,5 feet
| Weight
|-
| AC
|Small
| Hide
|5 feet per 5 feet
| 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
|-
|-
|Medium
| style="text-align:left;" | Tiny
|5 feet per 5 feet
| 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
|-
|-
|Large
| style="text-align:left;" | Medium
|10 feet per 10 feet
| 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
|-
|-
|Huge
| style="text-align:left;" | Huge
|15 feet per 15 feet
| 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
|-
|-
|Gargantuan
| style="text-align:left;" | Colossal
|20 feet per 20 feet or larger
| 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
|}
|}


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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 ===
:'''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.
 
'''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.


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.
'''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-Weapon Fighting ===
=== Two or More Weapon Fighting ===


When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack unless that modifier is negative.
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 either weapon has the thrown property, you can throw the weapon instead of making a melee attack with it.
If the weapon has the thrown property, you can throw it instead of making a melee attack with it.  


==== Additional Limbs ====
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.


Some creatures and Origins may have more than two upper limbs, when this
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.
happens, it is necessary to define which half of these members will be dominant members.


To fight with more than two weapons, it is necessary to have additional
{| class="wikitable" style="text-align:center; margin:10px auto;"
members. With this, the creature can use its bonus action to attack with all of its secondary weapons, however, for each additional weapon possessed beyond the 2nd, all attack rolls receive -2 in attacks made with this bonus action.
|- style="font-weight:bold; background-color:#B4A7D6;"
 
! colspan="2" | Two Weapon Combat Grade
When acquiring the Ambidextrous Enhancement, for every 2 weapons the creature is wielding, the penalty for its attacks becomes -1 for each attack beyond the second, it additionally receives +1 AC (this bonus is not added to the Enhancement). This Enhancement can be acquired more than once, receiving the bonus as follows:
|- style="font-weight:bold;"
 
| Grade
* 1st Ambidextrous: -1 for each attack after the second and +1 AC.
| style="text-align:left;" | Effect
* 2nd Ambidextrous: -1 for each attack after the second and +2 AC.
|- style="background-color:#B4A7D6;"
* 3rd Ambidextrous: -1 for each attack after the second and +3 AC.
| 0
* 4th Ambidextrous: -1 for each attack after the second and +4 AC.
| 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
|}


'''Additional Shields'''. In some cases, it is possible for a creature to choose to use more than one shield, benefiting its defense with additional members. In such cases, she may benefit from the AC bonus of these shields. However, if one of these shields is a heavy or turret shield, she will not be able to make any attacks or use another shield using her members who are on the same side as these shields. In addition, your attacks will have a disadvantage and a -3 penalty for each additional shield in addition to the 1st.
=== Multiple Members===


Additional Two Hand Weapons. In addition to using melee weapons, it is possible for a creature with multiple limbs to use more than one two-handed weapon. In such cases, when making an attack with one of two hands, for every two members in addition to the first two she has, she can use her bonus action to perform an additional attack with each of her two-handed weapons for each weapon. additional two hands you have in addition to the 1st, you have -2 to all attack rolls for your attacks made with this bonus action.
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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capable of causing radiant damage, burning corrupted flesh, and
capable of causing radiant damage, burning corrupted flesh, and
destroying those corrupted by the shadows.
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.
'''Thunder'''. Sound vibrations at an extremely high frequency are capable of causing damage to a creature's body structure.
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'''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.
'''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.


'''Solar'''. One of the magical variations of radiant damage, solar damage, when compared to the other radiant variations, is much more common to be found, this damage has much more effect on undead.
'''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.
'''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.
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'''Psychic'''. A direct attack on your thoughts, psychic damage is something that only those with their most empowered minds are able to resist.
'''Psychic'''. A direct attack on your thoughts, psychic damage is something that only those with their most empowered minds are able to resist.


'''Shadow'''. A concept that few had the chance to understand without
=== True Damage ===  
causing their own destruction, the void damage comes from
extremely volatile energy, capable of easily disintegrating anything.
 
=== True Damages ===


'''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.
'''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.
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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.
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 damage type, it won't take any damage of that type, while if it has Absorption, instead of denying or taking only half damage, it will recover half the amount of damage taken from that specific damage type as hit points.
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:


Simple and magic 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 magic damage, however, if the creature has immunity or absorption to a magical variation, it will also have that immunity or absorption for simple damage.  
*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.
For example, a creature with immunity to incinerating damage, will take no damage when taking fire or incinerating damage, the same goes for absorption.
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No creature or object has true damage resistance, immunity, or absorption.
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 ==
== Healing ==
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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.
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.


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
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.
Quando você tem pontos de vida temporários e sofre dano, os pontos de vida temporários são perdidos primeiro e quaisquer sobras de dano são transferidos para os seus pontos de vida normais. Por exemplo, se você tem 5 pontos de vida temporários e sofrer 7 pontos de dano, você perde os pontos de vida temporários e, em seguida, sofre 2 pontos de dano.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
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.
Pelo fato dos pontos de vida temporários serem separados de seus pontos de vida reais, eles podem exceder os seus pontos de vida máximos. Um personagem pode, portanto, ter seus pontos de vida cheios e sofrer pontos de vida temporários a mais.
</div>


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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.
Cura não pode restaurar pontos de vida temporários, e eles não podem ser acumulados. Se tiver pontos de vida temporários e receber mais deles, você decide se quer manter os que já têm ou ganhar os novos. Por exemplo, se uma magia lhe conceder 12 pontos de vida temporários quando você já tiver 10, você pode ter 12 ou 10, não 22.
</div>


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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.
Se você tiver 0 pontos de vida e receber pontos de vida temporários isso não lhe restaura a consciência ou o estabiliza. Eles ainda podem absorver dano direcionado a você enquanto está nesse estado, mas somente uma cura verdadeira pode lhe salvar.
</div>


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Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted, or you finish a long rest.
A menos que um recurso que lhe garanta pontos de vida temporários tenha uma duração, esses pontos de vida duram até serem esgotados ou até que você termine um descanso longo.
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= Mounted Combat =
= Combate Montado =
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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.
Um cavaleiro investindo em batalha sobre um cavalo de guerra, um arcano conjurando magias nas costas de um basilisco ou um acólito subindo aos céus em uma rapinante desfrutam dos benefícios do deslocamento e mobilidade que uma montaria pode fornecer. Uma criatura que seja, no mínimo, de um tamanho maior que você e que tenha uma anatomia adequada, pode servir como uma montaria, usando as regras a seguir.
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== Mounting and Dismounting ==
== Montando e Desmontando ==
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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.
Uma vez durante o seu movimento, você pode montar ou desmontar em uma criatura que está a cerca de 5 pés do seu alcance. Fazer isso custa uma quantidade de movimento equivalente a metade do seu deslocamento. Por exemplo, se seu deslocamento é de 30 pés, você deve gastar 15 pés de movimento para montar um cavalo. Portanto, você não pode montá-lo se não tiver 15 pés de movimento sobrando ou se seu deslocamento for 0.
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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.
Se algum efeito mover sua montaria contra a vontade enquanto estiver montado nela, você deve ser bem-sucedido em uma salvaguarda de Destreza CD 10 ou cairá da montaria, ficando caído em um espaço no alcance de 5 pés dela. Se for derrubado enquanto estiver montado, você deve fazer a mesma salvaguarda. Se a sua montaria for derrubada, você pode usar sua reação para desmontá-la enquanto ela cai sob seus pés. Caso contrário, você estará desmontado e cairá em um espaço no alcance de 5 pés dela.
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== Controlling a Mount ==
== Controlando uma Montaria ==
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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.
Enquanto estiver montado, você tem duas opções. Você pode tanto controlar a montaria quanto permitir que ela aja de forma independente. Criaturas inteligentes, agem de forma independente.
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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.
Você pode controlar uma montaria só se ela for treinada para aceitar um cavaleiro. Cavalos, burros e criaturas semelhantes, domesticados, são considerados como tendo esse treinamento. A iniciativa de uma montaria controlada muda para corresponder à sua quando você a montar. Ela se move conforme você a direcionar, e ela tem apenas três opções de ação: Correr, Desengajar e Esquivar. Uma montaria controlada pode se mover e agir ainda na sua vez, quando a montar.
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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.
Uma montaria independente tem seu próprio lugar na ordem de iniciativa. Carregar um cavaleiro não impõe restrições sobre as ações que a montaria pode executar, e ela se move e age como desejar. Ela pode fugir do combate, adiantar-se para o ataque e devorar um inimigo gravemente ferido ou, de alguma outra forma, agir contra a sua vontade. Em ambos os casos, se a montaria provocar um ataque de oportunidade enquanto você estiver montado nela, o atacante pode mirar o ataque em você ou na montaria.
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= Underwater Combat =
= Combate Submerso =
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
Quando aventureiros perseguem sirinhões de volta para o seu lar abaixo dos mares, quando lutam contra tubarões em um antigo naufrágio ou quando encontram-se em uma masmorra inundada, eles devem lutar em um ambiente desafiador. Debaixo d'água, se aplicam as regras a seguir.
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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.
Quando fizer um ataque de arma corpo a corpo, uma criatura que não tenha deslocamento de natação (natural ou concedido por magia) tem desvantagem na jogada de ataque, a menos que a arma seja uma adaga, azagaia, lança, espada curta ou tridente.
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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).
Um ataque de arma à distância erra automaticamente contra um alvo além do alcance normal da arma. Mesmo contra um alvo dentro do alcance normal, a jogada de ataque tem desvantagem a menos que a arma seja uma rede ou uma arma que seja arremessada como uma azagaia (incluindo uma lança, tridente ou dardo).
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Creatures and objects that are fully immersed in water have resistance to fire damage.
Criaturas e objetos que estão totalmente imersos em água têm resistência a dano ígneo.
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