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(Criou página com ''''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.') |
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'''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. | '''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. | |||
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'''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 = | = Actions in Combat = | ||
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== Help == | == 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. | 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. | 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 == | == Attack == | ||
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Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. | Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. | ||
== Disarm == | |||
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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. | |||
===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). | |||
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