0
edição
REMOVA OS ANÚNCIOS!
Apoiando através de https://apoia.se/arddhu a partir do tier de Apoiador, você pode navegar na wiki sem anúncios e ainda colabora com o projeto!
(Criou página com 'When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.') |
(Criou página com 'Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted, or you finish a long rest.') |
||
Linha 591: | Linha 591: | ||
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. | 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. | |||
<div lang="pt-BR" dir="ltr" class="mw-content-ltr"> | <div lang="pt-BR" dir="ltr" class="mw-content-ltr"> |
edição