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De Runarcana Wiki
(Criou página com '<div id="mp-banner" class="MainPageBG mp-bordered" style="float: center; text-align: center"> This Article is in accordance with the '''version 0.92''' of [https://runarcana.o...')
 
(Criou página com '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.')
 
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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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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!
Um dos momentos mais aguardados pela maioria dos jogadores em qualquer mesa de RPG é o combate. É o momento em que as estratégias pensadas por mais de uma semana surgem, onde poderes e habilidades novos são colocados em prática e testados da melhor forma possível: correndo risco de vida!
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Combat is one of the pillars of Runarcana, alongside interpretation and exploration. Although it is the most valued by a large portion of the players, it is also where the vast majority have their disappointments or confirmations of not being as strong as they imagined.
O combate é um dos pilares do Runarcana, ao lado de interpretação e exploração. Embora seja o mais valorizado por uma grande parcela dos jogadores, é também onde a grande maioria tem suas decepções ou confirmações de não estarem tão fortes quanto imaginavam.
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The combat rules aim to bring a mediation between the interpretation of the acts of both the players and their opponents, bringing a neutral field where good ideas and interpretation can define a fight... if the sovereign dices so wish.
As regras de combate visam trazer uma mediação entre a interpretação dos atos tanto dos jogadores quanto de seus adversários, trazendo um campo neutro onde as boas ideias e interpretação podem definir um combate... se o soberano dado assim quiser.
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= The Order of Combat =
= A Ordem de Combate =
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A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.
Um típico encontro de combate é o confronto entre dois lados, uma movimentação de armas balançando, esquivas, bloqueios, jogo de pernas e conjuração de magias. O jogo organiza o caos do combate em um ciclo de rodadas e vezes. Uma rodada representa cerca de 6 segundos no mundo do jogo. Durante a rodada, cada participante em um combate terá uma vez. A ordem das vezes é determinada no início do combate, quando todos jogam a iniciativa. Uma vez que todos tenham sua vez, o combate continua para sua próxima rodada se nenhum dos lados derrotou o outro.
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=== Combat Step by Step ===
=== Combate Passo a Passo ===
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# '''Determine surprise'''. The GM determines whether anyone involved in the combat encounter is surprised.
# Determinar surpresa. O Mestre determina se alguém envolvido no combate é surpreendido.
# '''Establish positions'''. The GM decides where all the characters and creatures are located. Given the adventurers’ marching order or their stated positions in the room or other location, the GM figures out where the adversaries are - how far away and in what direction.
# Estabelecer posições. O Mestre decide onde todos os personagens e criaturas estão localizados. De acordo com a ordem de marcha dos aventureiros a partir de suas posições iniciais na sala ou em outro local, o Mestre determina onde os adversários estão – o quão longe e em qual direção.
# '''Roll initiative'''. Everyone involved in the combat encounter rolls initiative, determining the order of combatants’ turns.
# Jogue iniciativa. Todos os envolvidos no encontro de combate jogam iniciativa, determinando a ordem das vezes dos combatentes.
# '''Take turns'''. Each participant in the battle takes a turn in initiative order.
# Siga a ordem das vezes. Cada participante na batalha segue a sua vez na ordem da iniciativa.
# '''Begin the next round'''. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.
# Comece a próxima rodada. Quando todos os envolvidos no combate tiverem a sua vez, a rodada termina. Repita o passo 4 até que a luta termine.
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== Surprise ==
== Surpresa ==
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A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A xer’sai runs throughout the sand of the Great Sai, unnoticed by the adventurers until it is too late. In these situations, one side of the battle gains surprise over the other.
Um grupo de aventureiros se esgueira até um acampamento de bandidos, saltando das árvores para atacá-los. Um xer’sai desliza através das areias do deserto, despercebido pelos aventureiros, e engole um deles. Nestas situações, um lado da batalha ganha surpresa sobre o outro.
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The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Stealth checks of anyone hiding with the passive Perception score of each creature on the opposing side. Any character or creature that doesn’t notice a threat is surprised at the start of the encounter.
O Mestre determina quem pode ser surpreendido. Se nenhum dos lados tentar ser furtivo, eles se percebem automaticamente. Caso contrário, o Mestre compara a os testes de Furtividade de alguém escondido com o valor da Percepção Passiva da criatura que está do lado oposto. Qualquer personagem ou criatura que não perceba uma ameaça escondida é surpreendido no início do encontro.
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If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t.
Se estiver surpreso, você não pode se mover ou realizar uma ação em sua primeira vez no combate, e não pode ter uma reação até que a vez de todos termine. Um membro de um grupo pode ser surpreendido, mesmo que outros membros não sejam.
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== Initiative ==
== Iniciativa ==
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Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts simultaneously
A iniciativa determina a ordem de vezes durante o combate. Quando o combate começa, cada participante faz um teste de Destreza para determinar o seu lugar na ordem de iniciativa. O mestre faz uma jogada para um grupo inteiro de criaturas idênticas, de modo que cada membro do grupo atue ao mesmo tempo.
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The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.
O Mestre classifica a ordem dos combatentes do maior valor no teste de Destreza para o menor. Esta é a ordem (chamada de ordem de iniciativa) em que os personagens agem durante cada rodada. A ordem de iniciativa permanece a mesma de rodada para rodada.
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If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a creature and a player character. Optionally, the GM can have the tied characters and creatures each roll a d20 to determine the order, highest roll going first.
Se ocorrer um empate, o Mestre decide a ordem entre as criaturas controladas por ele, e os jogadores decidem entre seus personagens. O Mestre pode decidir a ordem se o empate for entre uma criatura e um personagem de jogador. Como opção, o Mestre pode pedir que os personagens e as criaturas empatados joguem um d20 para determinar a ordem, com o valor maior agindo primeiro.
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== Your Turn ==
== Sua Vez ==
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On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed — sometimes called your walking speed — is noted on your character sheet.
Na sua vez, você pode se mover uma distância equivalente ao seu deslocamento e realizar uma ação. Você decide se vai se mover primeiro ou realizar sua ação. Seu deslocamento – às vezes chamado de deslocamento de caminhada ou movimentação – é indicado na sua planilha de personagem.
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The most common actions you can take are described in the “Actions in Combat” section. Many class features and other abilities provide additional options for your action. The “Movement and Position” section gives the rules for your move.
As ações mais comuns que você pode fazer são descritas na seção "Ações em Combate", mais adiante neste capítulo. Muitas características de classe e outras habilidades oferecem opções adicionais para sua ação. A seção "Movimento e Posição" mais adiante neste capítulo dá as regras para o seu movimento.
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You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.
Você pode abrir mão de se mover, de realizar uma ação ou fazer qualquer coisa na sua vez. Se você não puder decidir o que fazer na sua vez, considere realizar a ação Esquivar ou a ação Preparar, conforme descrito em "Ações em Combate".
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=== Free Action ===
=== Ação Livre ===
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There are some activities that do not require any large amount of time to perform, speak, stop the concentration of a spell, drop an item, throw yourself on the floor, perform a gesture that will not directly affect the objects and characters around you or even use a rune.
Existem algumas atividades que não requerem nenhum grande espaço de tempo para serem executadas como falar, cessar a concentração de uma magia, largar um item, se jogar no chão, realizar um gesto que não irá afetar diretamente os objetos e personagens ao seu redor ou até mesmo utilizar uma runa quando especificado que a mesma usa de uma ação livre.
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During a round, in or out of your turn, you can declare to your GM that you are using a free action to perform a specific action. Most runes use a free action to be used.
Durante uma rodada, dentro ou fora de seu turno, você pode declarar ao seu Mestre que você está utilizando uma ação livre para realizar alguma ação específica. A maioria das runas utilizam uma ação livre para serem utilizadas.
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A GM can set a limit on the number of free actions you can take in a round, after all, you will not be able to deliver a speech designed to encourage your allies within a period of just 6 seconds.
Um Mestre pode definir um limite de ações livres que você pode realizar em uma rodada, afinal, você não irá conseguir fazer um discurso elaborado para incentivar seus aliados dentro de um período de apenas 6 segundos.
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=== Bonus Action ===
=== Ação Bônus ===
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Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a Mercurial to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take.
Algumas características de classe, magias e outras habilidades permitem que você execute uma ação adicional na sua vez, chamada de ação bônus. A característica de classe Ação Ardilosa, por exemplo, permite que um Mercurial faça uma ação bônus. Você pode realizar uma ação bônus somente quando uma habilidade especial, magia ou outro recurso do jogo informe que você pode fazer algo com uma ação bônus. Caso contrário, você não tem uma ação bônus para fazer.
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You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.
Você pode realizar apenas uma ação bônus em sua vez, por isso deve escolher qual ação bônus usará quando tiver mais do que uma disponível.
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You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.
Você pode escolher quando usar uma ação bônus durante sua vez, a menos que o tempo da ação bônus seja especificado e que qualquer coisa que prive sua capacidade de tomar ações também lhe impeça de realizar uma ação bônus.
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=== Other Activity on Your Turn ===
=== Outras Atividades na Sua Vez ===
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Your turn can include a variety of flourishes that require neither your action nor your move.
A sua vez pode incluir uma variedade de atividades que não requerem nem sua ação e nem o seu movimento.
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You can communicate whenever you are able, through brief utterances and gestures, as you take your turn.
Você pode se comunicar sempre que for capaz, através de breves expressões e gestos, quando age na sua vez.
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You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
Você também pode interagir com um objeto ou característica do ambiente livremente, seja durante seu movimento ou sua ação. Por exemplo, você pode abrir uma porta durante o seu movimento conforme caminha em direção a um inimigo, ou pode sacar sua arma como parte da mesma ação que fará para atacar.
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If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.
Se quiser interagir com um segundo objeto, você precisa usar sua ação. Alguns itens mágicos e outros objetos especiais sempre exigem uma ação para serem usados, conforme indicado em suas descrições.
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The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.
O Mestre pode solicitar o uso de uma ação para alguma dessas atividades quando ela necessitar de cuidados especiais ou quando ela se apresentar como um obstáculo incomum. Por exemplo, o Mestre poderia esperar que você use uma ação para abrir um porta emperrada ou girar uma manivela para baixar uma ponte levadiça.
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=== Reactions ===
=== Reações ===
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Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack is the most common type of reaction.
Certas habilidades especiais, magias e outras situações permitem que você realize uma ação especial chamada reação. Uma reação é uma resposta imediata a alguma outra ação de algum tipo, a qual pode ocorrer na sua vez ou na vez de outro. O ataque de oportunidade, descrito mais adiante neste capítulo, é o tipo mais comum de reação.
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When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.
Quando executa uma reação, você não pode fazer outra até o início de seu próximo turno. Se a reação interrompe o turno de outra criatura, ela pode continuar a vez dela logo após a sua reação.
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= Movement and Position =
= Movimento e Posição =
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In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.
Em combate, personagens e criaturas estão em constante movimento, muitas vezes utilizando movimento e posição para ganhar vantagem.
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On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.
Em sua vez, você pode se mover a uma distância equivalente ao seu deslocamento. Você pode usar o máximo ou o mínimo do seu deslocamento em sua vez, seguindo as regras apresentadas aqui.
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Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
Seu movimento pode incluir saltar, escalar e nadar. Estes diferentes modos de movimento podem ser combinados com caminhar, ou podem constituir toda a sua movimentação. Uma vez que esteja se movendo, você subtrai a distância de cada parte de seu movimento de seu deslocamento até que ele seja completamente utilizado ou até que você termine de se mover.
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== Breaking Up Your Move ==
== Dividindo Seu Movimento ==
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You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.  
Você pode dividir seu movimento durante a sua vez, utilizando-se de parte de seu deslocamento antes e depois de sua ação. Por exemplo, se você tem um deslocamento de 30 pés, então pode se mover 10 pés, fazer a sua ação e, em seguida, mover-se 20 pés.
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=== Moving Between Attacks ===
=== Movendo-se Entre Ataques ===
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If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.
Se fizer uma ação que inclua mais do que um ataque com arma, você pode dividir seu movimento ainda mais, movendo-se entre os ataques. Por exemplo, um combatente que possa fazer dois ataques com a característica Ataque Extra e que tenha um deslocamento de 25 pés, poderia mover-se 10 pés, fazer um ataque, mover-se 15 pés e, em seguida, atacar novamente.
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=== Using Different Speeds ===
=== Usando Deslocamentos Diferentes ===
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If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move.
Se tiver mais do que um deslocamento, como deslocamento de caminhada e deslocamento de voo, você pode alternar entre seus deslocamentos durante seu movimento. Sempre que você alternar entre deslocamentos, subtraia a distância que já se moveu de seu novo deslocamento. O resultado determina quão longe você pode se mover. Se o resultado for 0 ou menor, você não pode usar o novo deslocamento durante a movimentação atual.
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For example, if you have a speed of 30 and a flying speed of 60 because an arcane cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.
Por exemplo, se você tem um deslocamento de 30 pés e um deslocamento de voo de 60 pés, pois um Arcano conjurou a magia voo em você, então você pode voar 20 pés, e em seguida caminhar 10 pés e, então, saltar no ar para voar mais 30 pés.
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== Difficult Terrain ==
== Terreno Difícil ==
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Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases — the setting of a typical fight contains difficult terrain.
Combates raramente ocorrem em salas vazias ou em terrenos sem característica alguma. Cavernas cheias de pedregulhos, florestas repletas de espinheiros, escadas traiçoeiras – o local de um luta típica contém terrenos difíceis.
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Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.
Cada pé em terreno difícil custa 1 a mais. Esta regra é válida mesmo se várias coisas em um espaço contém como terreno difícil. Móveis baixos, entulhos, matagal, escadas íngremes, neve e um brejo raso são exemplos de terreno difícil. O espaço de outra criatura, hostil ou não, também conta como terreno difícil.
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== Being Prone ==
== Estar Caído ==
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Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in Appendix PH-A.
Combatentes muitas vezes encontram-se deitados no chão, seja porque foram derrubados ou porque eles mesmos se deitaram. No jogo, eles estão Caídos, uma condição descrita no apêndice A.
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You can drop prone without using any of your speed. Standing up takes more effort; 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 stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0.
Você pode estar caído sem usar quaisquer de seus deslocamentos. Levantar-se exige mais esforço; fazer isso custa uma quantidade de movimento igual a metade do seu deslocamento. Por exemplo, se seu deslocamento é de 30 pés, você deve gastar 15 pés de movimento para se levantar. Você não pode se levantar se não tem movimento suficiente ou se seu deslocamento for 0.
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To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.
Para se mover enquanto está caído, você deve rastejar ou usar uma magia como teletransporte. Cada pé de movimento durante o rastejar custa 1 pé a mais. Rastejar 1 pé em um terreno difícil, portanto, custa 3 pés de movimento.
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== MMoving Around Other Creatures ==
== Mover-se em Torno de Outras Criaturas ==
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You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you.
Você pode se mover através do espaço de uma criatura não hostil. Em contraste, você pode mover-se através do espaço de uma criatura hostil somente se ela for, no mínimo, duas categorias de tamanho maior ou menor do que você. Lembre-se de que o espaço de outra criatura é terreno difícil para você.
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Whether a creature is a friend or an enemy, you can’t willingly end your move in its space. If you leave a hostile creature’s reach during your move, you provoke an opportunity attack.  
Seja a criatura amiga ou inimiga, você não pode terminar voluntariamente seu movimento no espaço dela. Se você deixar o alcance de uma criatura hostil durante o seu movimento, você provoca um ataque de oportunidade, como explicado mais adiante neste capítulo.
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== Interacting with Objects Around You ==
== Interagindo com Objetos ao Seu Redor ==
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Here are a few examples of the sorts of things you can do in tandem with your movement and action:
Aqui estão alguns exemplos do tipo de coisa que você pode fazer conjuntamente entre seu movimento e ação:
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* Draw or sheathe a sword
* Largar ou desembainhar uma espada
* Open or close a door
* Abrir ou fechar uma porta
* Withdraw a potion from your backpack
* Retirar uma poção de sua mochila
* Pick up a dropped axe
* Pegar um machado que caiu
* Take a bauble from a table
* Pegar um objeto sobre uma mesa
* Remove a ring from your finger
* Remover um anel de seu dedo
* Stuff some food into your mouth
* Colocar um pouco de comida em sua boca
* Plant a banner in the ground
* Cravar um estandarte no solo
* Dish a few coins from your belt pouch
* Pegar algumas moedas de sua bolsa de cinto
* Drink all the ale in a flagon
* Beber toda a cerveja de uma caneca
* Throw a lever or a switch
* Acionar uma alavanca ou um mecanismo
* Pull a torch from a sconce
* Puxar uma tocha de um candeeiro
* Take a book from a shelf you can reach
* Tirar um livro da prateleira que você possa alcançar
* Extinguish a small flame
* Extinguir uma pequena chama
* Don a mask
* Colocar uma máscara
* Pull the hood of your cloak up and over your head
* Puxar o capuz de seu manto e cobrir sua cabeça
* Put your ear to a door
* Colocar seu ouvido em uma porta
* Kick a small stone
* Chutar uma pedra pequena
* Turn a key in a lock
* Virar uma chave em uma fechadura
* Tap the floor with a 10-foot pole
* Tocar o chão com um vara de 10 pés
* Hand an item to another character
* Entregue um item para outro personagem
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== Flying Movement ==
== Movimento de Voo ==
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Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.  
Criaturas voadoras desfrutam de muitos benefícios da mobilidade, mas também têm de lidar com o perigo de cair. Se uma criatura voadora for derrubada, tiver seu deslocamento reduzido para 0 ou, de outra forma, for privada da capacidade de se mover, ela cai, a menos que tenha a habilidade de pairar ou esteja sendo mantida no ar por magia, como, por exemplo, a magia voo.
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== Creature Size ==
== Tamanho da Criatura ==
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.
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{| class="wikitable" style="background-color:#F8F9FA; margin: 20px auto;"
Cada criatura ocupa uma quantidade diferente de espaço. A tabela Categorias de Tamanho mostra quanto espaço uma criatura de um determinado tamanho ocupa em combate. Objetos, por vezes, utilizam as mesmas categorias de tamanho.
|- style="font-weight:bold; text-align:center;"
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! colspan="9" | Size Categories
 
|- style="font-weight:bold;"
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| Size
{| class="wikitable"
| Space
| colspan="2" |'''Categorias de Tamanho'''
| 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
|-
|-
|'''Tamanho'''
| style="text-align:left;" | Tiny
|'''Espaço'''
| 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
|-
|-
|Miúdo
| style="text-align:left;" | Medium
|2,5 pés por 2,5 pés
| 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
|-
|-
|Pequeno
| style="text-align:left;" | Huge
|5 pés por 5 pés
| 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
|-
|-
|Médio
| style="text-align:left;" | Colossal
|5 pés por 5 pés
| style="text-align:left;" | 25 by 25 ft +
|-
| style="text-align:center;" | -
|Grande
| 125 tons +
|10 pés por 10 pés
| style="text-align:center;" | -8
|-
| style="text-align:center;" | -8
|Enorme
| style="text-align:center;" | 8
|15 pés por 15 pés
| style="text-align:center;" | +5
|-
| style="text-align:center;" | 20 ft
|Imenso
|20 pés por 20 pés ou maior
|}
|}
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=== Space ===
=== Espaço ===
 
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A creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn’t 5 feet wide, for example, but it does control a space that wide. If a Medium humanoid stands in a 5-foot-wide doorway, other creatures can’t get through unless the humanoid lets them.
 
A creature’s space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another 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.
 
'''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.


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= Actions in Combat =
O espaço de uma criatura é a área em pés que ela efetivamente controla em combate, não uma expressão de suas dimensões físicas. Uma criatura Média típica não tem 5 pés de largura, por exemplo, mas controla a amplitude desse espaço. Se um humanóide Médio está a 5 pés da porta de entrada, as outras criaturas não podem passar, a menos que o humanóide lhes permita.
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When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks. When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.  
O espaço de uma criatura também reflete a área que ela necessita para combater de maneira eficaz. Por essa razão, há um limite para o número de criaturas que podem estar em torno de outra criatura em combate. Usando como exemplo criaturas Médias, oito criaturas podem caber em um raio de 5 pés ao redor de outra.
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== Help ==
Pelo fato de criaturas maiores ocuparem mais espaço, menos delas podem cercar uma criatura. Se cinco criaturas Grandes cercarem uma criatura Média ou menor, há pouco espaço para qualquer outra. Em contraste, cerca de vinte criaturas Médias podem cercar uma criatura Imensa.
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You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
=== Apertando-se em um Espaço Menor ===
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Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
Uma criatura pode se espremer através de um espaço que seja grande o suficiente para uma criatura um tamanho menor do que ela própria. Assim, uma criatura Grande pode se espremer através de uma passagem que tenha apenas 5 pés de largura. Enquanto estiver se apertando através de um espaço, uma criatura deve gastar 1 pé a mais para cada pé que se mover lá, e tem desvantagem nas jogadas de ataque e de salvaguarda de Destreza. Jogadas de ataque contra a criatura têm vantagem enquanto ela estiver em um espaço menor.
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== Attack ==
= Ações em Combate =
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The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.
Quando escolhe uma ação na sua vez, você pode executar as ações apresentadas aqui, uma ação que ganhou de alguma característica de classe ou uma ação que improvisar. Muitas criaturas têm opções de ação em seus blocos de estatística. Quando você descreve uma ação não detalhada em qualquer outro lugar das regras, o Mestre lhe diz se a ação é possível e qual o tipo de jogada, se houver, é necessária que faça para determinar o sucesso ou o fracasso.
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With this action, you make one melee or ranged attack. See the “Making an Attack” section for the rules that govern attacks.
== Ajudar ==
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Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
Você pode ajudar alguma outra criatura a completar uma tarefa. Quando executa uma ação de Ajudar, a criatura que você está auxiliando ganha vantagem no próximo teste de atributo que fizer para executar a tarefa na qual você está ajudando, desde que ela faça o teste antes início de sua próxima vez.
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== Cast a Spell ==
Como alternativa você pode ajudar uma criatura aliada a atacar outra criatura a 5 pés do seu alcance. Você finta, distrai o alvo ou, de alguma outra forma, se une ao seu aliado para tornar o ataque dele mais eficaz. Se seu aliado atacar o alvo antes de sua próxima vez, a primeira jogada de ataque é feita com vantagem.
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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.
== Atacar ==
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== Disarm ==
A ação mais comum a ser executada em combate é a ação Atacar, seja balançando uma espada, disparando a flecha de um arco ou lutando com seus punhos.
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The disarming action may seem tempting at first, but it is extremely risky for those without the proper training to attempt it.  
Com esta ação, você faz um ataque corpo a corpo ou à distância. Veja a seção "Atacando" para as regras que regem os ataques.
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===Melee Disarm===
Determinadas características, como a característica de classe Ataque Extra do Combatente, permitem que você faça mais do que um ataque com esta ação.
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).
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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.
== Conjurar uma Magia ==
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===Ranged Disarm===
Conjuradores, como Acólitos, Arcanos e Peregrinos, bem como muitas criaturas, têm acesso a magias e podem usá-las para grandes efeitos em combate. Cada magia tem um tempo de conjuração, que especifica se o conjurador precisa de uma ação, uma reação, minutos ou até mesmo horas para conjurá-la. Conjurar uma magia, portanto, não é necessariamente uma ação. A maioria das magias tem um tempo de conjuração de 1 ação, portanto um conjurador frequentemente usa sua ação em combate para conjurar tal magia.
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.
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===Modifiers===
== Desengajar ==
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:
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* The attacker has disadvantage on the roll if the target is holding the weapon with two or more hands.
Se você executa a ação Desengajar, seu movimento não provoca ataques de oportunidade durante o restante da sua vez.
* The target has advantage on the roll if it is one size larger than the attacker.
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* 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.


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== Disengage ==
== Disparar ==
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If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.  
Quando executa uma ação de Disparada, você ganha um movimento extra na sua vez. O aumento é igual ao seu deslocamento, após a aplicação de quaisquer modificadores. Com um deslocamento de 30 pés, por exemplo, você pode se mover até 60 pés na sua vez se disparar.
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== Dash ==
Qualquer aumento ou diminuição de seu deslocamento muda esse movimento adicional para o mesmo valor. Se o seu deslocamento de 30 pés é reduzido para 15 pés, por exemplo, você pode se mover até 30 pés em disparada
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When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
== Esconder ==
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Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.  
Quando executa a ação Esconder, você faz um teste de Furtividade em uma tentativa de se esconder, seguindo as regras descritas para isso. Se for bem-sucedido, você ganha algumas vantagens, conforme descrito na seção "Atacantes e Alvos Invisíveis" mais adiante neste capítulo.
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== Hide ==
== Esquivar ==
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When you take the Hide action, you make a Stealth check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section.
Quando executa a ação Esquivar, você se foca inteiramente em evitar ataques. Até o início de sua próxima vez, qualquer jogada de ataque feita contra você tem desvantagem se você puder ver o atacante, e você faz salvaguardas de Destreza com vantagem. Você perde esses benefícios se estiver incapacitado (conforme explicado no apêndice A) ou se o seu deslocamento cair para 0.  
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== Dodge ==
== Preparar ==
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When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are Incapacitated (as explained in Appendix A) or if your speed drops to 0.
Algumas vezes você quer saltar sobre um adversário ou esperar por uma circunstância em particular antes de agir. Para isso, você pode executar a ação Preparar na sua vez, o que lhe permite agir usando sua reação antes do início de sua próxima vez.
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== Ready ==
Primeiro você decide qual circunstância perceptível será o gatilho para sua reação. Em seguida, escolha a ação que executará em resposta a esse gatilho, ou escolha se mover o equivalente ao seu deslocamento em resposta a ele. Exemplos incluem "Se o cultista ficar sobre alçapão, puxarei a alavanca que o abre" e "Se o inimigo se aproximar de mim, eu me afasto".
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Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.
Quando o gatilho ocorre, você pode executar sua reação logo após o gatilho terminar ou pode ignorar o gatilho. Lembre-se que você pode fazer apenas uma reação por rodada.
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First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the enemy steps next to me, I move away.
Quando prepara uma magia, você a conjura como normalmente, mas segura sua energia, a qual libera com a sua reação quando o gatilho ocorre. Para estar preparada, uma magia deve ter o tempo de conjuração de 1 ação, e segurar a magia requer concentração. Se sua concentração for quebrada, a magia se dissipa sem surtir efeito. Por exemplo, se você está se concentrando na magia ''teia'' e prepara a magia ''mísseis mágicos'', a sua magia ''teia'' se encerra, e se você sofrer dano antes de conjurar a magia ''mísseis mágicos'' com a sua reação, sua concentração pode ser quebrada.
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When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.
== Procurar ==
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When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell’s magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release ''magic missile'' with your reaction, your concentration might be broken.
Quando executa a ação Procurar, você dedica sua atenção para encontrar algo. Dependendo da natureza de sua procura, o Mestre poderá solicitar que você faça um teste de Percepção ou um teste de Investigação.
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== Search ==
== Usar um Objeto ==
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When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Perception check or an Investigation check.
Normalmente, você interage com um objeto quando está fazendo alguma outra coisa como, por exemplo, desembainhar uma espada como parte de um ataque. Quando um objeto requer sua ação para o uso, você executa a ação Usar um Objeto. Esta ação também é útil quando você deseja interagir com mais de um objeto na sua vez.
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== Use an Object ==
= Fazendo um Ataque =
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You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action
Seja atacando com uma arma corpo a corpo, disparando uma arma à distância ou fazendo uma jogada de ataque como parte uma magia, um ataque tem uma estrutura simples.  
is also useful when you want to interact with more than one object on your turn.
# Escolha um alvo. Escolha um alvo dentro do alcance do seu ataque: uma criatura, um objeto ou um local.
# Determine os modificadores. O Mestre determina se o alvo tem cobertura e se você tem vantagem ou desvantagem contra o alvo. Além disso, magias, habilidades especiais e outros efeitos podem aplicar penalidades ou bônus para a sua jogada de ataque.
# Resolvendo o ataque. Você faz uma jogada de ataque. Em um acerto, você joga o dano, a menos que esse ataque em particular tenha regras que especifique o contrário. Alguns ataques causam efeitos especiais, além do, ou em vez do dano.
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= Making an Attack =
Se houver alguma pergunta sobre se algo que você está fazendo conta como um ataque, a regra é simples: se estiver fazendo uma jogada de ataque, você está fazendo um ataque.  
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Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.
== Jogadas de Ataque ==
# '''Choose a target'''. Pick a target within your attack’s range: a creature, an object, or a location.
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# '''Determine modifiers'''. The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.
# '''Resolve the attack'''. You make the attack roll. On a hit, you roll the damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.


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If there’s ever any question whether something you’re doing counts as an attack, the rule is simple: if you’re making an attack roll, you’re making an attack.
Quando você faz um ataque, sua jogada de ataque determina se ele acerta ou erra. Para fazer uma jogada de ataque, jogue um d20 e adicione os modificadores apropriados. Se a jogada do dado mais os modificadores for igual ou exceder a Classe de Armadura (CA) do alvo, o ataque acerta. A CA de um personagem é determinada na criação do mesmo, enquanto que a CA de uma criatura está em seu bloco de estatística.  
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== Attack Rolls ==
=== Modificadores de Jogada ===
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When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.
Quando um personagem faz uma jogada de ataque, os modificadores de jogada mais comuns são os modificadores de atributo e o bônus de proficiência do personagem. Quando uma criatura faz uma jogada de ataque, ele usa qualquer modificador que seja fornecido em seu bloco de estatística.
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=== Modifiers to the Roll ===
'''Modificador de Atributo'''. O modificador de atributo usado para uma arma de ataque corpo a corpo é o de Força, e o modificador de atributo usado para armas de ataque à distância é o de Destreza. As armas que têm acuidade ou podem ser arremessadas fogem dessa regra.
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When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character’s proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.
Algumas magias também necessitam de uma jogada de ataque. O modificador de atributo usado para um ataque mágico depende do atributo de conjuração do conjurador.
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:'''Ability Modifier'''. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.
'''Bônus de Proficiência'''. Você acrescenta seu bônus de proficiência na sua jogada de ataque usando uma arma quando tem proficiência com ela, bem como ao ataque com uma magia.  
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:Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster
=== Tirando 1 ou 20 ===
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:'''Proficiency Bonus'''. You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.
Algumas vezes, o destino abençoa ou amaldiçoa um personagem, fazendo com que um novato acerte e um veterano erre.
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=== Rolling 1 or 20 ===
Se a jogada do d20 para um ataque for um 20, o ataque acerta, independente de quaisquer modificadores ou CA do alvo. Isso é chamado de acerto crítico, o qual será explicado mais adiante neste capítulo.
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Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.
Se a jogada do d20 para um ataque for um 1, o ataque erra, independente de quaisquer modificadores ou CA do alvo.
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If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. This is called a critical hit.
== Atacantes e Alvos Invisíveis ==
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If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC.
Personagens frequentemente tentam escapar de seus inimigos escondendo-se, conjurando a magia ''invisibilidade'' ou espreitando na escuridão.
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== Unseen Attackers and Targets ==
Quando ataca um alvo que não pode ver, você tem desvantagem na jogada e ataque. Isso acontece se você está tentando adivinhar o local do alvo ou se está mirando uma criatura que você possa ouvir, mas não ver. Se o alvo não estiver no local que você está mirando, você erra automaticamente, mas o Mestre normalmente apenas diz que o ataque errou, e não se você adivinhou o local do alvo corretamente.
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Combatants often try to escape their foes’ notice by hiding, casting the ''invisibility'' spell, or lurking in the darkness.
Quando uma criatura não pode lhe ver, você tem vantagem nas jogadas de ataque contra ela. Se você está escondido, de maneira que não possa ser visto ou ouvido – quando faz um ataque, você revela sua localização quando este acerta ou erra.
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When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If
== Ataques à Distância ==
the target isn’t in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target’s location correctly.
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When a creature can’t see you, you have advantage on attack rolls against it. If you are hidden—both unseen and unheard—when you make an attack, you give away your location when the attack hits or misses.
Quando faz um ataque à distância, você dispara um arco ou uma fera, arremessa uma machadinha ou, ainda, atira projéteis para atingir um oponente à distância. Uma criatura pode atirar espinhos de sua cauda. Muitas magias também envolvem ataques à distância.
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== Ranged Attacks ==
=== Alcance ===
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When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.  
Você pode fazer ataques apenas contra alvos dentro de um alcance específico.
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=== Range ===
Se um ataque à distância, como um feito com uma magia, tem um único alcance, você não pode atacar um alvo além deste alcance.
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You can make ranged attacks only against targets within a specified range.
Alguns ataques à distância, como os feitos com um arco longo ou um arco curto, têm dois alcances. O número menor é o alcance normal, enquanto o número maior é o alcance longo. Sua jogada de ataque tem desvantagem quando seu alvo está além do alcance normal, e você não pode atacar um alvo que está além do alcance longo.
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If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range.
=== Ataques à Distância em Combate Corpo a Corpo ===
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Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond the normal range, and you can’t attack a target beyond the long range.
Preparar um ataque à distância é mais difícil quando um oponente está perto de você. Quando faz um ataque à distância com uma arma, uma magia ou quaisquer outros meios, você tem desvantagem na jogada de ataque se estiver no alcance de 5 pés de uma criatura hostil à sua vista e que não esteja incapacitada.
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=== Ranged Attacks in Close Combat ===
== Ataques Corpo a Corpo ==
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Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.
Usado em um combate mão-a-mão, um ataque corpo a corpo permite que você ataque um oponente no seu alcance Um ataque corpo a corpo normalmente utiliza armas manuais, como uma espada, um martelo de guerra ou um machado. Uma criatura típica faz um ataque corpo a corpo quando ataca com suas garras, chifres, dentes, tentáculos ou outra parte do corpo. Algumas magias também envolvem fazer um ataque corpo a corpo.
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== Melee Attacks ==
A maioria das criaturas tem 5 pés de alcance e, assim, podem atacar alvos em um raio de 5 pés de si quando fazem um ataque corpo a corpo. Certas criaturas (geralmente aquelas maiores do que o tamanho Médio) têm ataques corpo a corpo com um alcance maior do que 5 pés, conforme observado em suas descrições.
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Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical creature makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body parts. A few spells also involve making a melee attack.
Em vez de usar uma arma para fazer um ataque de arma corpo a corpo, você pode fazer um ataque desarmado: um soco, um pontapé, uma cabeçada ou qualquer golpe similar (nenhum dos quais contam como armas). Em um acerto, um ataque desarmado causa um dano contundente igual a 1 + seu modificador de Força. Você é proficiente em seus ataques desarmados.
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Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.
=== Ataques de Oportunidade ===
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Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.
Em uma luta, todos constantemente procuram uma chance de atacar um inimigo que está fugindo ou passando. Tal ataque é chamado de ataque de oportunidade.
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=== Opportunity Attacks ===
Você pode fazer um ataque de oportunidade quando uma criatura hostil que você vê, se mova para fora do seu alcance. Para fazer o ataque de oportunidade, você pode usar sua reação para fazer um ataque corpo a contra a criatura que provocou tal ataque. O ataque ocorre logo antes da criatura deixar o seu alcance.
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In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.
Você pode evitar um ataque de oportunidade executando a ação Desengajar. Você também não provoca um ataque de oportunidade quando se teletransporta ou quando alguém ou algo lhe mover sem usar o seu movimento, ação ou reação. Por exemplo, você não provoca um ataque de oportunidade se uma explosão lançá-lo para fora do alcance de um inimigo ou se a gravidade fizer com que você caia diante de um inimigo.
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You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.
=== Combate com Duas Armas ===
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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.
Quando executa uma ação Atacar com uma arma corpo a corpo leve que esteja empunhando, você pode usar sua ação bônus para atacar com outra arma leve que esteja empunhando na outra mão. Você não adiciona seu modificador de atributo para os danos do ataque bônus, a menos que esse modificador seja negativo.
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=== Two or More Weapon Fighting ===
Se a arma tiver a propriedade de ser arremessada, você pode lançá-la em vez de fazer um ataque corpo a corpo com ela. 
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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.
==== Membros Adicionais ====
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If the weapon has the thrown property, you can throw it instead of making a melee attack with it.  
Algumas criaturas e Origens podem possuir mais do que dois membros superiores, quando isso acontece, deve se definir qual é a metade desses membros que serão membros dominantes.
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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.
Para combater com mais de duas armas é necessário ter membros adicionais. Com isso, a criatura pode utilizar sua ação bônus para atacar com todas as suas armas secundárias, porém, para cada arma adicional possuída além da 2ª, todas as jogadas de ataque recebem -2 em ataques feitos com essa ação bônus.
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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.
Ao adquirir o Aprimoramento Ambidestro, para cada 2 armas que a criatura estiver empunhando a penalidade para seus ataques se torna -1 para cada ataque além do segundo, adicionalmente ela recebe +1 de CA (esse bônus não é somado com o bônus do Aprimoramento). Esse Aprimoramento pode ser adquirido mais de uma vez, recebendo a bonificação da seguinte maneira:
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{| class="wikitable" style="text-align:center; margin:10px auto;"
* '''1º Ambidestro''': -1 para cada ataque além do segundo e +1 de CA.
|- style="font-weight:bold; background-color:#B4A7D6;"
* '''2º Ambidestro''': -1 para cada ataque além do quarto e +2 de CA.
! colspan="2" | Two Weapon Combat Grade
* '''3º Ambidestro''': -1 para cada ataque além do sexto e +3 de CA.
|- style="font-weight:bold;"
* '''4º Ambidestro''': -1 para cada ataque além do oitavo e +4 de CA.
| Grade
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| 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
|}


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=== Multiple Members===
'''Escudos Adicionais'''. Em alguns casos, é possível que uma criatura opte por utilizar mais de um escudo, beneficiando sua defesa com membros adicionais. Nesses casos, ela poderá se beneficiar do bônus de CA desses escudos, porém, caso um desses escudos seja um escudo pesado ou de torre, ela não poderá realizar qualquer ataque ou utilizar outro escudo utilizando seus membros que estejam do mesmo lado que esses escudos. Além disso, seus ataques possuirão desvantagem e uma penalidade de -3 para cada escudo adicional além do 1º.
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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.
'''Armas de Duas Mãos Adicionais'''. Além de usar armas corpo a corpo, é possível que uma criatura com membros múltiplos utilize mais de uma arma de duas mãos. Nesses casos, ao realizar um ataque com uma de duas mãos, para cada dois membros além dos dois primeiros que ela possui, ela pode utilizar sua ação bônus para realizar um ataque adicional com cada uma de suas armas de duas mãos secundárias, para cada arma de duas mãos adicional que você possuir além da 1ª, você possui -2 em todas as rolagens de ataque para seus ataques feitos com essa ação bônus.
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=== Grappling ===
=== Agarrar ===
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When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.
Quando quer agarrar uma criatura ou engalfinhar-se com ela, você pode usar sua ação de ataque para fazer um ataque corpo a corpo especial para agarrá-la. Se você é capaz de fazer múltiplos ataques com a ação Atacar, este ataque substitui um destes.
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The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: an Athletics check contested by the target’s Athletics or Acrobatics check (the target chooses the ability to use). The check will be succeeded if the target is Incapacitated. If you succeed, you subject the target to the grappled condition (see Appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).  
O alvo de seu agarrão não pode ser mais do que uma vez o seu tamanho e deve estar ao seu alcance. Usando pelo menos uma mão livre, você tenta capturar o alvo, fazendo uma jogada de agarrar em vez de uma jogada de ataque: um teste de Atletismo é feito resistido por um teste de Atletismo ou Acrobacia do alvo (o alvo escolhe a atributo que usará). O teste será bem sucedido se o alvo estiver Incapacitado. Se conseguir, você submete o alvo à condição de Agarrado (veja o apêndice A). A condição especifica as ações que a encerra, e você pode liberar o alvo quando quiser (nenhuma ação é necessária).
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'''Escaping a Grapple'''. A grappled creature can use its action to escape. To do so, it must succeed on an Athletics or Acrobatics check contested by your Athletics check.  
'''Escapando de um Agarrão'''. Uma criatura agarrada pode usar a ação dela para escapar. Para isso, a criatura deve ser bem-sucedida em um teste de Atletismo ou Acrobacia resistido a um teste seu de Atletismo.
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'''Moving a Grappled Creature'''. When you move, you can drag or carry the grappled creature with you, but your speed is halved unless the creature is two or more sizes smaller than you.
'''Movendo uma Criatura Agarrada'''. Quando se move, você pode arrastar ou levar a criatura agarrada consigo, mas seu deslocamento é reduzido pela metade, a menos que a criatura seja dois tamanhos menor que você.
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  <p class="clear" style="float: center; text-align: center"><big>'''Testes Resistidos em Combate'''</big></p>
  <p class="clear" style="float: center; text-align: center"><big>'''Contests in Combat'''</big></p>
  <p class="clear" style="float: center; text-align: left">A batalha envolve normalmente colocar sua proeza contra a de seu oponente. Esse desafio é representado por um teste resistido. Esta seção inclui as disputas mais comuns que exigem uma ação em combate: agarrar e empurrar uma criatura. O Mestre pode usar estes testes resistidos como modelos para outros a serem improvisados.</p>
  <p class="clear" style="float: center; text-align: left">Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others. </p>
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=== Shoving a Creature ===
=== Empurrar uma Criatura ===
 
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Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.
 
The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make an Athletics check contested by the target’s Athletics or Acrobatics check (the target chooses the ability to use). The check will be succeeded if the target is Incapacitated. If you win the contest, you either knock the target prone or push it 5 feet away from you.
 
= Cover =
 
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
 
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
 
'''Half Cover'''. A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
 
'''Three-Quarters Cover'''. A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it are covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
 
'''Full Cover'''. A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
 
= Damage and Healing =
 
Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a ''elemental sphere'' spell all have the potential to damage, or even kill, the hardiest of creatures.
 
== Hit Points ==
 
Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.
 
A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number frequently changes as a creature takes damage or receives healing.
 
Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s  capabilities until the creature drops to 0 hit points.
 
== Damage Rolls ==


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Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.
Executando a ação Atacar, você pode fazer um ataque corpo a corpo especial para empurrar uma criatura, seja derrubando-a e fazendo com que fique caída, ou empurrando-a para longe de você. Se você é capaz de executar múltiplos ataques com a ação Atacar, este ataque substitui um destes.
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When attacking with a weapon, you add your ability modifier — the same modifier used for the attack roll — to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers.
O alvo não deve ser mais do que um tamanho maior que você e deve estar no seu alcance. Em vez de fazer uma jogada de ataque, você faz um teste de Atletismo resistido por um teste de Atletismo ou Acrobacia do alvo (o alvo escolhe a atributo a ser usada). O teste será bem sucedido se o alvo estiver incapacitado. Se ganhar a disputa, você tanto pode derrubar o alvo, deixando-o caído, ou pode empurrá-lo 5 pés para longe de você. 
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If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when an Arcane casts ''elemental sphere'' or an Acolyte casts ''elemental strike'', the spell’s damage is rolled once for all creatures caught in the blast.
= Cobertura =
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=== Critical Hits ===
Paredes, árvores, criaturas e outros obstáculos podem fornecer cobertura durante o combate, tornando um alvo mais difícil de ser atingido. Um alvo pode se beneficiar da cobertura somente quando um ataque ou outro efeito se origina no lado oposto da cobertura.
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When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.
Existem três graus de cobertura. Se um alvo estiver atrás de múltiplas fontes de cobertura, apenas a de maior grau de proteção é aplicada; os graus não são cumulativos. Por exemplo, se um alvo está atrás de uma criatura que concede meia cobertura e um tronco de uma árvore que concede ³/₄ de cobertura, o alvo terá ³/₄ de cobertura.
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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.  
'''Meia Cobertura'''. Um alvo com meia cobertura tem +2 de bônus na CA e nas salvaguardas de Destreza. Um alvo terá meia cobertura se um obstáculo bloquear, pelo menos, metade do seu corpo. O obstáculo pode ser uma parede baixa, uma peça grande de mobiliário, um tronco de árvore fino ou uma criatura, seja ela um inimigo ou um aliado.
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== Damage Scale ==
'''Três Quartos de Cobertura'''. Um alvo com três quartos de cobertura tem +5 de bônus na CA e nas salvaguardas de Destreza. Um alvo tem três quartos de cobertura, quando cerca de três quartos do seu corpo é coberto por um obstáculo. O obstáculo pode ser uma grade levadiça, uma seteira ou um tronco de árvore grosso.
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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:
'''Cobertura Total'''. Um alvo com cobertura total não pode ser atingido diretamente por um ataque ou por uma magia, embora algumas magias possam, ainda assim, alcançar o alvo, incluindo uma que possua área de efeito. Um alvo tem cobertura total se estiver completamente coberto por um obstáculo.  
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{| class="wikitable" style="background-color:#F8F9FA; margin: auto; border: 1px solid black;"
= Dano e Cura =
|- style="font-weight:bold;"
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! 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
|}


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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.
Ferimentos e o risco de morte são companheiros constantes de quem explora mundos de jogos de fantasia. A estocada de uma espada, uma flecha bem colocada ou uma explosão de chamas em uma magia de ''bola de fogo'' têm, todos, o potencial para causar dano, ou até mesmo matar, as criaturas mais resistentes.
Eg: 6d6, 6d8, 6d10, 6d12, 6d12 + 1d4, 6d12 + 1d6
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== Damage Types ==
== Pontos de Vida ==
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Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types. The damage types follow, with examples to help a GM assign a damage type to a new effect.
Pontos de vida representam uma combinação da resistência física e mental, da vontade de viver e da sorte. Criaturas com mais pontos de vida são mais difíceis de matar. Aqueles com menos pontos de vida são mais frágeis.
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=== Simple Damage ===
Os pontos de vida atuais de uma criatura (normalmente chamados apenas de pontos de vida) podem ser de qualquer número entre os pontos de vida máximos de uma criatura, até 0. Esse número muda frequentemente quando uma criatura sofre dano ou recebe cura.
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Wherever you adventure, there will always be dangers of all kinds, from simple traps to an extremely elaborate deadly maze. All things that do not have a source of magic power will be a Simple Damage, whether they are Elemental or Physical.
Sempre que uma criatura sofrer dano, aquele dano é subtraído de seus pontos de vida. A perda de pontos de vida não tem nenhum efeito sobre as capacidades da criatura até que ela caia para 0 pontos de vida.
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Elemental damage is damage from sources in nature, for example, lightning that deals lightning damage, a flare that causes fire damage, or even the freezing cold of Freljord's winter. Physical damage, in turn, is damage caused by weapons, accouterments, punches, among other things.
== Jogadas de Dano ==
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==== Simple Elemental Damage ====
Cada arma, magia e habilidade de ataque de criaturas especifica o dano que será causado. Você joga o dado ou dados de dano, adiciona quaisquer modificadores e aplica o dano ao seu alvo. Armas mágicas, habilidades especiais e outros fatores podem conceder bônus ao dano. Com uma penalidade, é possível causar 0 pontos de dano, mas nunca dano negativo.
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'''Acid'''. Any damage from a source capable of causing damage to skins and surfaces is considered Acid Damage, such as sulfuric acid or corrosive liquids.
Quando ataca com uma arma, você adiciona seu modificador de atributo – o mesmo modificador utilizado para a jogada de ataque – ao dano. Uma magia indica os dados a serem jogados para o dano e se é necessário adicionar quaisquer modificadores.
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'''Lightning'''. An electrical current can have several sources, from an electrical discharge from a poorly stabilized hextech core or even by lightning.
Se uma magia ou outro de efeito causa dano em '''mais de um alvo''' ao mesmo tempo, jogue o dano de uma vez para todos os alvos. Por exemplo, quando um arcano conjura uma ''bola de fogo'' ou um acólito conjura ''coluna de chamas'', o dano da magia é jogado uma vez para todas as criaturas que estão no alcance da explosão.
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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''.
=== Acertos Críticos ===
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'''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.
Quando faz um acerto crítico, você deve jogar dados adicionais para o dano contra o alvo. Jogue os dados de dano de ataque duas vezes e some-os. Em seguida, adicione normalmente quaisquer modificadores. Para acelerar o jogo, você pode jogar todos os dados de dano de uma só vez.
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'''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.
Por exemplo, se você fizer um acerto crítico com uma adaga, jogue 2d4 para o dano em vez de 1d4 e, em seguida, adicione o seus modificadores de atributo relevantes. Se o ataque envolver outros dados de dano, tais como a característica de classe do Mercurial Ataque Furtivo, você joga os dados duas vezes também.
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'''Radiant'''. Radiant damage, caused by channeling spiritual energy
== Tipos de Dano ==
into a reliquary stone or an extraplanar aid from a fairy being, is
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capable of causing radiant damage, burning corrupted flesh, and
destroying those corrupted by the shadows.


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'''Shadow'''. Shadow damage is damage caused by weakening the bonds of matter, similar to disruptive damage, but without its obliterating potency.
Ataques, magias que causam dano e outros efeitos nocivos diferentes causam diferentes tipos de dano. Tipos de dano não seguem uma regra própria, mas há outras regras, como a resistência a dano, que dependem destes tipos de dano. Os tipos de danos são apresentados a seguir, com exemplos para ajudar o Mestre a atribuir um tipo de dano a um novo efeito.
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'''Thunder'''. Sound vibrations at an extremely high frequency are capable of causing damage to a creature's body structure.
=== Danos Simples ===
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'''Poison'''. Poisons manufactured by renowned alchemists or toxic gases from the sump level can be good examples of poisonous damage.
Por onde quer que você se aventure, sempre haverá perigos de todos os tipos, desde armadilhas simples à um labirinto mortífero extremamente elaborado. Todas as coisas que não possuem uma fonte de poder mágico, ela será um Dano Simples, sejam eles Elementais ou Físicos.
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==== Simple Physical Damage ====
Danos Elementais são aqueles que vêm de fontes da natureza, por exemplo um raio que causa dano elétrico, uma labareda que causa dano ígneo ou então o próprio frio congelante do inverno de Freljord. Danos Físicos por sua vez, são danos causados por armas, apetrechos, socos, entre outras coisas.
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'''Bludgeoning'''. Impact force attacks - hammers, falls, constriction, and the like - deal bludgeoning damage.
==== Danos Elementais Simples ====
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'''Slashing'''. Swords, axes, and claws of creatures deal sharp damage.
'''Ácido'''. Todo dano proveniente de uma fonte de capaz de causar danos à peles e superfícies são considerados Danos Ácidos, como ácido sulfúrico ou líquidos corrosivos.
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'''Piercing'''. Piercing and penetrating attacks, including spears and creature bites, inflict piercing damage.
'''Elétrico'''. Uma corrente elétrica pode ter diversas fontes, desde uma descarga elétrica de um núcleo hextec mal estabilizado ou mesmo por um raio.
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=== Magical Damage ===
'''Energético'''. A força é pura energia mágica canalizada de uma forma que cause dano. A maioria dos efeitos que causam dano energético são mágicos, incluindo ''mísseis mágicos'' e ''arma espiritual''.
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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.
'''Gélido'''. O calafrio infernal que irradia do sopro congelante de um Dragão Glacial, e até mesmo em condições severas do clima de freljord podem te causar dano gélido.
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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.
'''Ígneo'''. As chamas de uma fogueira, um pequeno fósforo ou até mesmo a terrível arma de sopro de um Dragão Infernal podem ser fontes de dano ígneo.
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==== Magical Elemental Damage ====
'''Radiante'''. Dano radiante, causada através da canalização de energia espiritual em uma pedra relicário, ou um auxílio extraplanar de um ser feérico são capazes de causar dano radiante, queimando a carne corrompida e destruindo aqueles corrompidos pelas sombras.
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'''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.
'''Trovejante'''. As vibrações sonoras em frequências extremamente altas podem causar dano à estrutura corporal de uma criatura.
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'''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.
'''Venenoso'''. Venenos fabricados por renomados alquimistas ou gases tóxicos do sumidouro podem ser bons exemplos de danos venenosos.
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'''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.
==== Danos Físicos Simples ====
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'''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.
'''Contundente'''. Ataques de força de impacto – martelos, quedas, constrição e similares – causam dano contundente.
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'''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.
'''Cortante'''. Espadas, machados e garras de criaturas causam dano cortante.
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'''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.
'''Perfurante'''. Ataques perfurantes e penetrantes, incluindo lanças e mordidas de criaturas, causam dano perfurante.
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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.
=== Danos Mágicos ===
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'''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.
Como o próprio nome já diz, danos mágicos vêm de fontes mágicas, elas sendo naturais ou não, efeito da magia de um Arcano ou do sopro de um Dragão Ancião.
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'''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.
Nessa categoria podemos ver Danos Espirituais, algo que só pode ser provindo de uma fonte mágica, eles são danos capazes de afetar a mente e o espírito de uma criatura, podendo alterar tanto a constituição mental de uma criatura quanto sua constituição física.
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'''Intoxicating'''. The magical variation of poison damage, not created by common mixtures, intoxicating damage is capable of destroying even the greatest of resistances.
==== Danos Elementais Mágicos ====
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==== Magical Physical Damage ====
'''Antimônico'''. A variação mágica do dano Ácido, capaz de corroer até mesmo a própria matéria, esse dano se torna algo extremamente perigoso para qualquer coisa, ela estando viva ou não.
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'''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.
'''Plásmico'''. A variação mágica do dano Elétrico, o dano plásmico se trata da mais pura energia mágica, sendo formada de mana em sua forma mais primária.
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'''Incisive'''. The magical variation of piercing damage, incisive damage can go through even the thickest shell or even the most rigid mineral.
'''Rúnico'''. A variação mágica do dano Energético, o dano Rúnico está na maioria das vezes relacionado com a fonte da magia mais comum em Runeterra, as Runas. Runas que não causam nenhum tipo de dano elemental, tendem a causar dano Rúnico.
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'''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.
'''Glacial'''. A variação mágica do dano Gélido, o dano Glacial se torna muito mais potente, podendo fazer um personagem sentir calafrios no fundo de seus ossos e uma sensação de congelamento parcial.
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==== Spiritual Damage ====
'''Incinerante'''. A variação mágica do dano Ígneo, o dano Incinerante é comum em Elementais do Fogo de níveis altos, sendo praticamente impossíveis de serem apagados através de meios convencionais.
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'''Necrotic'''. Necrotic damage, capable of reaching an individual's own soul, unprepared creatures rarely manage to resist this deadly touch.
'''Luminar'''. Uma das variações mágicas do dano Radiante, o dano Luminar vêm da mais pura das Luzes, aparecendo com todo o espectro de cores pela extensão de por onde passa, mas também é um dos mais raros tipos de dano.
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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.
'''Lunar'''. Uma das variações mágicas do dano Radiante, o dano Lunar é proveniente da luz da lua, capaz de causar uma grande quantidade de dano às criaturas irrefreáveis do Vazio.
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=== True Damage ===
'''Solar'''. Uma das variações mágicas do dano Radiante, o dano Solar, quando comparado com as outras variações radiantes, é muito mais comum de ser encontrado, esse dano possui muito mais efeito em mortos-vivos.
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'''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.
'''Vibracional'''. A variação mágica do dano Trovejante, o dano vibracional amplifica as próprias frequências de um corpo físico ou não, podendo atingir facilmente criaturas incorpóreas.
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'''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.
'''Letífero'''.  A variação mágica do dano Venenoso, não criado por misturas comuns, o dano letífero é capaz de destruir até mesmo a maior das resistências.
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'''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.
==== Danos Físicos Mágicos ====
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== Absorption, Immunity, Resistance, and Vulnerability ==
'''Lacerante'''. A variação mágica do dano Cortante, o dano lacerante não é capaz de ser curado por meios simples, criando cicatrizes incapazes de serem disfarçadas facilmente.
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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.
'''Incisivo'''. A variação mágica do dano Perfurante, o dano incisivo pode atravessar até a carapaça mais grossa ou mesmo o mineral mais rígido.
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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.
'''Esmagador'''. Uma das variações mágicas do dano Contundente, o dano esmagador traz consigo uma força surreal, quase como se três basiliscos adultos acertassem um único ponto ao mesmo tempo.
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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.
==== Danos Espirituais ====
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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.
'''Necrótico'''. Dano necrótico, capaz de atingir a própria alma de um indivíduo, criaturas despreparadas raramente conseguem resistir a esse toque mortal.
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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.
'''Psíquico'''. Uma ataque direto aos seus pensamentos, o dano psíquico é algo que apenas aqueles com suas mentes mais fortalecidas são capazes de resistir.
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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.
'''Sombrio'''. Um conceito que poucos tiveram a chance de compreender sem causar a própria destruição, o dano sombrio é proveniente de uma energia extremamente volátil, capaz de desintegrar facilmente qualquer coisa.
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Absorption has some limitations to the ways it can recover hit points:
=== Danos Verdadeiros ===
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*A creature can't regain hit points this way from damage from itself;
'''Disruptivo'''. O dano disruptivo é algo que não é desse reino, ele vem de um lugar que deseja consumir tudo e todos. É o dano causado pela fissão forçada dos menores componentes existenciais de algo, fazendo com que esses menores componentes se separem.
*Creatures with absorption can absorb damage from spells only if the spell is 1st level or higher;
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*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.


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For example, a creature with immunity to incinerating damage, will take no damage when taking fire or incinerating damage, the same goes for absorption.
'''Gravitacional'''. Quando os menores componentes da existência são atraídos entre si por uma força universal, temos o Dano Gravitacional, algo extremamente raro, somente encontrado através de criaturas extremamente poderosas e de seres capazes de conjurar magia Celestial.
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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.
'''Cronal'''. O dano Cronal é o dano causado pela passagem do tempo em algo, é um dano quase impossível de ser encontrado de forma não natural que todos recebem diariamente em suas vidas. É o responsável pelo envelhecimento de um ser e, quando utilizado por um conjurador, ele se torna capaz de mopdificar a idade de algo através da entropia.
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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.
== Absorção, Imunidade, Resistência e Vulnerabilidade ==
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No creature or object has true damage resistance, immunity, or absorption.
Algumas criaturas e objetos são muito difíceis ou muito fáceis de serem feridos com certos tipos de dano. Se uma criatura ou um objeto possui resistência a um tipo de dano, este é reduzido pela metade quando afetado por aquele tipo de dano. Se uma criatura ou um objeto tem vulnerabilidade a um tipo de dano, o dano causado é dobrado.
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=== Resistance Scale ===
Resistência e vulnerabilidade são aplicados após acrescentados todos os outros modificadores de dano. Por exemplo, uma criatura que tem resistência a dano contundente, e é atingida por um ataque que causa 25 pontos desse tipo de dano. A criatura também está dentro de uma aura mágica, que reduz todo e qualquer dano em 5. Os 25 pontos de dano são reduzidos em 5 e, então, pela metade, de modo que a criatura sofre 10 pontos de dano.
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{| class="wikitable" style="background-color:#F8F9FA; margin: auto auto 10px 10px; float: right;"
Vários tipos de resistência ou vulnerabilidade que afetam o mesmo tipo de dano contam apenas como um tipo. Por exemplo, se uma criatura tem resistência a dano ígneo, bem como resistência a todos os danos não mágicos, o dano causado por um fogo não mágico continua sendo reduzido pela metade pela criatura, e não em três quartos.
|- style="font-weight:bold; text-align:center;"
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! 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
|}


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'''''Vulnerability'''''. Damage taken is doubled.
Um tipo de dano ser considerado simples ou mágico altera essa regra, uma criatura que tenha resistência a um dano simples não terá resistência à sua variação mágica, porém se a criatura possuir resistência à variação mágica, ela também terá resistência ao dano simples. Enquanto uma criatura possui vulnerabilidade a um tipo de dano simples, ela também terá vulnerabilidade à sua variação mágica.
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'''''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.
Por exemplo, uma criatura com resistência a dano incinerante e vulnerabilidade a gélido, receberá metade do dano ao receber dano ígneo ou incinerante e receberá o dobro de dano quando receber dano gélido ou glacial.
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'''''Normal'''''. There is no special interaction with damage
Além disso, também existe a Imunidade e Absorção de Dano. Quando uma criatura possui imunidade à um certo tipo de dano, ela não receberá nenhum ponto de dano daquele tipo, enquanto se ela possuir Absorção, ao invés de negar ou receber apenas metade do dano, ela irá se curar um número de pontos de vida igual a metade da quantidade de pontos de dano recebido daquele tipo de dano específico.
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'''''Resistance'''''. Damage is halved.
Danos simples e mágicos também influenciam nessa regra, caso uma criatura possua imunidade ou absorção à um dano simples, não significa que ela terá imunidade ou absorção ao dano mágico, porém, caso a criatura possua imunidade ou absorção à uma variação mágica, ela também terá essa imunidade ou absorção para o dano simples.
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'''''Immunity'''''. Damage is ignored
Por exemplo, uma criatura com imunidade a dano incinerante, não receberá dano ao receber dano ígneo ou incinerante, o mesmo valendo para absorção.
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'''''Absorption'''''. If you meet the conditions described above, half of the damage dealt is healed by the target as hit points.
Alguns fatores como magias, habilidades, maldições entre outras coisas podem aumentar ou diminuir a escala de resistência de uma criatura. A escala de resistência segue na seguinte ordem: vulnerabilidade, dano normal, resistência, imunidade e absorção.
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=== Poisons ===
Por exemplo, caso uma criatura que possua imunidade a um tipo de dano tenha a escala de resistência reduzida em 2, ela passará a receber dano normal.
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The interaction of resistances with poison works differently than other damage types:
Nenhuma criatura ou objeto possui resistência, imunidade ou absorção a danos verdadeiros.
* '''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.
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* '''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.


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== Healing ==
== Curando ==
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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.
A não ser que resulte em morte, o dano não é permanente. Até mesmo a morte é reversível através de uma poderosa magia. O descanso pode restaurar os pontos de vida de um criatura, e métodos mágicos, como a magia ''curar ferimentos'' a ou uma poção de cura podem remover um dano instantaneamente.
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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.
Quando uma criatura recebe uma cura de qualquer tipo, os pontos de vida recuperados são adicionados ao seus pontos de vida totais. Os pontos de vida de uma criatura não podem exceder seus pontos de vida máximos, portanto quaisquer pontos de vida recuperados além deste número são perdidos. Por exemplo, um Acólito concede a um Caçador 8 pontos de vida de cura. Se o Caçador tem no momento 14 pontos de vida e tem 20 pontos de vida máximos, o Caçador recupera 6 pontos de vida concedidos pelo Acólito, não 8.
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A creature that has died can’t regain hit points until spells, such as the ''revivify'' spell, have restored it to life.
Uma criatura que já tenha morrido não pode recuperar pontos de vida até que uma magia como ''revivificar'' a tenha restaurado à vida.
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== Dropping to 0 Hit Points ==
== Caindo para 0 Pontos de Vida ==
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When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.
Quando cair para 0 pontos de vida, ou você morre definitivamente ou cai inconsciente, como explicado nas seções a seguir.
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=== Instant Death ===
=== Morte Instantânea ===
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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.
Dano maciço pode lhe matar instantaneamente. Quando um dano reduz seus pontos de vida a 0 e ainda há dano restante a ser aplicado, você morre se tal dano for igual ou exceda seus pontos de vida máximos.
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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.
Por exemplo, uma acólita com um máximo de 12 pontos de vida que tem no momento 6 pontos de vida. Se sofrer 18 pontos de dano de um ataque, ela é reduzida a 0 pontos de vida, mas 12 pontos de dano permanecem. Devido o dano restante ser igual aos seus pontos de vida máximos, a acólita morre.
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=== Falling Unconscious ===
=== Caindo Inconsciente ===
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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.  
Se um dano reduzir seus pontos de vida a 0 e não for o suficiente para lhe matar, você cai inconsciente (ver apêndice A). Esse estado inconsciente acaba se você recuperar quaisquer pontos de vida.
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=== Death Saving Throws ===
=== Salvaguarda Contra Morte ===
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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
Quando inicia seu turno com 0 pontos de vida, você deve fazer uma salvaguarda especial, chamada salvaguarda contra morte, para determinar se você rasteja para mais perto da morte ou se se agarra à vida. Ao contrário de outras salvaguardas, esta não está vinculada a qualquer valor de atributo. Você está nas mãos do destino agora, auxiliado apenas por magias e características que melhoram suas chances de sucesso em uma salvaguarda.
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'''''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.
Jogue um d20. Se a jogada for um 10 ou mais, você é bem-sucedido. Caso contrário, você falha. Um sucesso ou falha não tem efeito por si só. Em seu terceiro sucesso, você torna-se estável (ver adiante). Em sua terceira falha, você morre. Os sucessos e falhas não precisam ser consecutivos; mantenha registro de ambos até que colete três de um tipo.
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The number of both is reset to zero when you regain any hit points or become stable.
O número de ambos é redefinido para zero quando você recupera qualquer ponto de vida ou torna-se estável.
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:'''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.
'''Tirando 1 ou 20'''. Quando você faz uma salvaguarda contra morte e tira um 1 no d20, isso conta como duas falhas. Se você tirar um 20 no d20, você recupera 1 ponto de vida.
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:'''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.
'''Dano a 0 Pontos de Vida'''. Se sofrer qualquer dano enquanto tiver 0 pontos de vida, você sofre uma falha na salvaguarda de morte. Se o dano for oriundo de um acerto crítico, você sofre duas falhas na salvaguarda de morte. Se o dano for igual ou exceder os seus pontos de vida máximos, você sofre morte instantânea.
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=== Stabilizing a Creature ===
=== Estabilizando uma Criatura ===
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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.
A melhor maneira de salvar uma criatura com 0 pontos de vida é curá-la. Se cura não estiver disponível, a criatura pode, pelo menos, ser estabilizada para que não morra devido uma falha na salvaguarda contra morte.
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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.
Você pode usar sua ação para realizar os primeiros socorros a uma criatura inconsciente na tentativa de estabilizá-la, o que requer um teste de Medicina CD 10.
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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.
Uma criatura estável não faz salvaguarda contra morte apesar de ter 0 pontos de vida, mas permanecerá inconsciente. Se sofrer qualquer dano, a criatura deixa de estar estável e deve começar a fazer salvaguarda contra morte mais uma vez. Uma criatura estabilizada que não seja curada recupera 1 ponto de vida após 1d4 horas.
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=== Creatures and Death ===
=== Criaturas e Morte ===
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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.
A maioria dos Mestres considera a morte de uma criatura no instante em que ele chega a 0 pontos de vida, pulando a etapa de cair inconsciente e fazer salvaguardas de morte.
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Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters.
Vilões poderosos e PdMs especiais são exceções comuns; o Mestre pode fazê-los cair inconsciente e seguir as mesmas regras que os personagens.
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== Knocking a Creature Out ==
== Deixando uma Criatura Inconsciente ==
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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.
Algumas vezes um atacante quer incapacitar um inimigo em vez de lhe infligir um golpe mortal. Quando um atacante reduz uma criatura a 0 pontos de vida com um ataque corpo a corpo, o atacante pode apenas deixar a criatura Inconsciente. O atacante pode fazer essa escolha no instante em que o dano for causado. A criatura cai Inconsciente e estabilizada. 
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== Temporary Hit Points ==
== Pontos de Vida Temporários ==
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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.
Algumas magias e habilidades especiais conferem pontos de vida temporários a uma criatura. Pontos de vida temporários não são pontos de vida reais; eles são uma melhoria contra dano, uma reserva de pontos de vida que o protege contra ferimentos.
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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.
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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.
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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.
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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.
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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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Edição atual tal como às 20h18min de 27 de setembro de 2023

Outros idiomas:

This Article is in accordance with the version 0.94 of Runarcana RPG

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!

Combat is one of the pillars of Runarcana, alongside interpretation and exploration. Although it is the most valued by a large portion of the players, it is also where the vast majority have their disappointments or confirmations of not being as strong as they imagined.

The combat rules aim to bring a mediation between the interpretation of the acts of both the players and their opponents, bringing a neutral field where good ideas and interpretation can define a fight... if the sovereign dices so wish.

The Order of Combat

A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.

Combat Step by Step

  1. Determine surprise. The GM determines whether anyone involved in the combat encounter is surprised.
  2. Establish positions. The GM decides where all the characters and creatures are located. Given the adventurers’ marching order or their stated positions in the room or other location, the GM figures out where the adversaries are - how far away and in what direction.
  3. Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order of combatants’ turns.
  4. Take turns. Each participant in the battle takes a turn in initiative order.
  5. Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.

Surprise

A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A xer’sai runs throughout the sand of the Great Sai, unnoticed by the adventurers until it is too late. In these situations, one side of the battle gains surprise over the other.

The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Stealth checks of anyone hiding with the passive Perception score of each creature on the opposing side. Any character or creature that doesn’t notice a threat is surprised at the start of the encounter.

If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t.

Initiative

Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts simultaneously

The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.

If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a creature and a player character. Optionally, the GM can have the tied characters and creatures each roll a d20 to determine the order, highest roll going first.

Your Turn

On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed — sometimes called your walking speed — is noted on your character sheet.

The most common actions you can take are described in the “Actions in Combat” section. Many class features and other abilities provide additional options for your action. The “Movement and Position” section gives the rules for your move.

You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.”

Free Action

There are some activities that do not require any large amount of time to perform, speak, stop the concentration of a spell, drop an item, throw yourself on the floor, perform a gesture that will not directly affect the objects and characters around you or even use a rune.

During a round, in or out of your turn, you can declare to your GM that you are using a free action to perform a specific action. Most runes use a free action to be used.

A GM can set a limit on the number of free actions you can take in a round, after all, you will not be able to deliver a speech designed to encourage your allies within a period of just 6 seconds.

Bonus Action

Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a Mercurial to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take.

You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.

You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

Other Activity on Your Turn

Your turn can include a variety of flourishes that require neither your action nor your move.

You can communicate whenever you are able, through brief utterances and gestures, as you take your turn.

You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.

If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.

The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.

Reactions

Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack is the most common type of reaction.

When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.

Movement and Position

In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.

On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.

Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.

Breaking Up Your Move

You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.

Moving Between Attacks

If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.

Using Different Speeds

If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move.

For example, if you have a speed of 30 and a flying speed of 60 because an arcane cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.

Difficult Terrain

Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases — the setting of a typical fight contains difficult terrain.

Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.

Being Prone

Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in Appendix PH-A.

You can drop prone without using any of your speed. Standing up takes more effort; 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 stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0.

To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.

MMoving Around Other Creatures

You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you.

Whether a creature is a friend or an enemy, you can’t willingly end your move in its space. If you leave a hostile creature’s reach during your move, you provoke an opportunity attack.

Interacting with Objects Around You

Here are a few examples of the sorts of things you can do in tandem with your movement and action:

  • Draw or sheathe a sword
  • Open or close a door
  • Withdraw a potion from your backpack
  • Pick up a dropped axe
  • Take a bauble from a table
  • Remove a ring from your finger
  • Stuff some food into your mouth
  • Plant a banner in the ground
  • Dish a few coins from your belt pouch
  • Drink all the ale in a flagon
  • Throw a lever or a switch
  • Pull a torch from a sconce
  • Take a book from a shelf you can reach
  • Extinguish a small flame
  • Don a mask
  • Pull the hood of your cloak up and over your head
  • Put your ear to a door
  • Kick a small stone
  • Turn a key in a lock
  • Tap the floor with a 10-foot pole
  • Hand an item to another character

Flying Movement

Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.

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.

Size Categories
Size Space Max Height Weight AC Hide DR Weapon Range
Diminutive 1 by 1 ft 29 cm 1/16 - 1/2 kg +4 +8 0 -3 5 ft
Tiny 2,5 by 2,5 ft 59 cm 1/2 - 4 kg +2 +4 0 -2 5 ft
Small 5 by 5 ft 99 cm 4 - 30 kg +1 +2 0 -1 5 ft
Medium 5 by 5 ft 2,99 m 30 - 250 Kg 0 0 0 0 5 ft
Large 10 by 10 ft 4,49 m 251 - 2.000 kg -1 -1 1 +1 5 ft
Huge 15 by 15 ft 5,99 m 2 - 16 tons -2 -2 2 +2 10 ft
Gargantuan 20 by 20 ft 7,49 m 16 - 125 tons -4 -4 4 +4 15 ft
Colossal 25 by 25 ft + - 125 tons + -8 -8 8 +5 20 ft

Space

A creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn’t 5 feet wide, for example, but it does control a space that wide. If a Medium humanoid stands in a 5-foot-wide doorway, other creatures can’t get through unless the humanoid lets them.

A creature’s space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another 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.

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

When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks. When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

Help

You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.

Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

Attack

The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.

With this action, you make one melee or ranged attack. See the “Making an Attack” section for the rules that govern attacks.

Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.

Cast 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

If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.

Dash

When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.

Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.

Hide

When you take the Hide action, you make a Stealth check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section.

Dodge

When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are Incapacitated (as explained in Appendix A) or if your speed drops to 0.

Ready

Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.

First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the enemy steps next to me, I move away.”

When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.

When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell’s magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.

Search

When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Perception check or an Investigation check.

Use an Object

You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.

Making an Attack

Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.

  1. Choose a target. Pick a target within your attack’s range: a creature, an object, or a location.
  2. Determine modifiers. The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.
  3. Resolve the attack. You make the attack roll. On a hit, you roll the damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.

If there’s ever any question whether something you’re doing counts as an attack, the rule is simple: if you’re making an attack roll, you’re making an attack.

Attack Rolls

When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.

Modifiers to the Roll

When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character’s proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.

Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.
Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster
Proficiency Bonus. You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.

Rolling 1 or 20

Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.

If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. This is called a critical hit.

If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC.

Unseen Attackers and Targets

Combatants often try to escape their foes’ notice by hiding, casting the invisibility spell, or lurking in the darkness.

When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target’s location correctly.

When a creature can’t see you, you have advantage on attack rolls against it. If you are hidden—both unseen and unheard—when you make an attack, you give away your location when the attack hits or misses.

Ranged Attacks

When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.

Range

You can make ranged attacks only against targets within a specified range.

If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range.

Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond the normal range, and you can’t attack a target beyond the long range.

Ranged Attacks in Close Combat

Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.

Melee Attacks

Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical creature makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body parts. A few spells also involve making a melee attack.

Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.

Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.

Opportunity Attacks

In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.

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 or More Weapon Fighting

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 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.

Two Weapon Combat Grade
Grade Effect
0 Attacks with 1 light weapon in each hand with primary only modifier
1 Attacks with 1 light weapon in each hand with damage modifier in both
2 Attacks with 1 weapon in one hand and a light weapon in the secondary with damage modifier in both
3 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

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: an Athletics check contested by the target’s Athletics or Acrobatics check (the target chooses the ability to use). The check will be succeeded if the target is Incapacitated. If you succeed, you subject the target to the grappled condition (see Appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on an Athletics or Acrobatics check contested by your Athletics check.

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved unless the creature is two or more sizes smaller than you.

Contests in Combat

Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others.

Shoving a Creature

Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make an Athletics check contested by the target’s Athletics or Acrobatics check (the target chooses the ability to use). The check will be succeeded if the target is Incapacitated. If you win the contest, you either knock the target prone or push it 5 feet away from you.

Cover

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.

There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.

Half Cover. A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

Three-Quarters Cover. A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it are covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.

Full Cover. A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

Damage and Healing

Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a elemental sphere spell all have the potential to damage, or even kill, the hardiest of creatures.

Hit Points

Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.

A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number frequently changes as a creature takes damage or receives healing.

Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points.

Damage Rolls

Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.

When attacking with a weapon, you add your ability modifier — the same modifier used for the attack roll — to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers.

If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when an Arcane casts elemental sphere or an Acolyte casts elemental strike, the spell’s damage is rolled once for all creatures caught in the blast.

Critical Hits

When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.

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:

Damage Scale
1 1d2 1d3 1d4 1d6 1d8 1d10 1d12 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

Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types. The damage types follow, with examples to help a GM assign a damage type to a new effect.

Simple Damage

Wherever you adventure, there will always be dangers of all kinds, from simple traps to an extremely elaborate deadly maze. All things that do not have a source of magic power will be a Simple Damage, whether they are Elemental or Physical.

Elemental damage is damage from sources in nature, for example, lightning that deals lightning damage, a flare that causes fire damage, or even the freezing cold of Freljord's winter. Physical damage, in turn, is damage caused by weapons, accouterments, punches, among other things.

Simple Elemental Damage

Acid. Any damage from a source capable of causing damage to skins and surfaces is considered Acid Damage, such as sulfuric acid or corrosive liquids.

Lightning. An electrical current can have several sources, from an electrical discharge from a poorly stabilized hextech core or even by lightning.

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.

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

Resistance Scale
Value Scale
-2 Vulnerability
-1 Weakness
0 Normal
+1 Resistência
+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

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

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

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

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

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

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

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

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.