Reglas Caseras V4.5 para PJs y Clases
Reglas Caseras V4.5 para PJs y Clases
5 COSAS DE RAZAS
*Conjuros Raciales: Los conjuros ganados por raza
también pueden ser utilizados con huecos que poseas del
nivel apropiado.
CREACIÓN DE PJS
AASIMAR (MotM)
La generación de Atributos puede ser de cualquiera de estas
dos formas: -Manos curativas: Los puntos de golpe curados son tantos
1.- (4d6k3)x6, si no quedas satisfecho se pueden comprar como tu nivel de personaje.
según los valores normales con 25 puntos. -Revelación celestial: En cualquiera de las 3 opciones,
2.- 30 puntos para comprarlos según los valores normales cuando se refiere al bono de competencia, queda sustituido
del MdJ. por el nivel del personaje.
Con Inteligencia 13+ conoces un idioma adicional. -Velocidad: Tu velocidad caminando es de 25 ft.
Con Inteligencia 15+ eres competente con una habilidad
adicional de tu lista de clase. DRAGONBORN (FToD)
INSTRUMENTOS MUSICALES *Se sustituye por las 3 opciones del Fizban's Treasury of
Dragons.
Los diferentes tipos de competencias serán:
-Cuerda Frotada (violín, viola, violonchelo, contrabajo)
-Cuerda Punteada (guitarra, mandolina, bajo, laúd, arpa, GENASI (MotM)
clavecín, cítara)
-Cuerda Golpeada (zimbalón, clavicordio, piano) *Se sustituye por las 4 opciones del Mordenkainen Presents
-Viento Soplo Humano (flauta, flautín, oboe, fagot, Monsters of the Multiverse.
clarinete, saxo, corneta, trompeta, tuba, trombón)
-Viento Soplo Mecánico (órgano, armonio, acordeón)
-Percusión Sonido Determinado (timbal, carrillón, GOBLIN (MotM)
campanas tubulares, xilófono)
-Percusión Sonido Indeterminado (tambor, pandereta, -Furia del pequeño: Los usos se recargan con un descanso
bombo, platillos, gong, triángulo, cascabeles, castañuelas, corto o largo.
maracas)
SHIFTER (MotM)
*Se sustituye por el de Mordenkainen Presents Monsters of
the Multiverse.
TIEFLING
-Mejora de características: Aumenta la puntuación de un
atributo en 2 y la de otro diferente en 1. Alternativamente puedes
aumentar tres atributos diferentes en 1 cada uno.
-Apariencia: En vez de tener las características físicas
descritas en el Manual del Jugador, puedes escoger ld4 + l
de los siguientes rasgos: pequeños cuernos, colmillos o
dientes afilados, una lengua bifurcada; pezuñas hendidas;
seis dedos en cada mano; piernas de macho cabrío; una cola
bifurcada; piel correosa o escamosa; piel roja o azul oscura;
no lanza reflejos o sombras; exuda un olor a azufre.
-Lengua del diablo: Conoces el truco Burla Viciosa.
Cuando llegas al 3º nivel, puedes lanzar el conjuro
Hechizar Persona como un conjuro de 2º nivel. Cuando
llegas al 5º nivel puedes lanzar el conjuro Embelesar
(Enthral) una vez con este rasgo. Debes terminar un
descanso largo para lanzar estos conjuros otra vez con este
rasgo. El Carisma es tu característica de lanzamiento de
conjuros para ellos.
Este rasgo reemplaza al rasgo de Legado Infernal.
-Fuego infernal: Una vez llegas al 3º nivel, puedes
lanzar el conjuro Manos Ardientes una vez al día como
conjuro de 2º nivel.
Este rasgo reemplaza al conjuro Rechazo infernal del
rasgo Legado Infernal.
COSAS DE CLASES
-Alado: Tienes alas de murciélago saliendo de tu espalda.
Tienes una velocidad volando de 30 pies.
Este rasgo reemplaza al rasgo de Legado Infernal. ARTÍFICE
Alquimista
-Elixires experimentales mejorados (nivel 9): Mejora el
efecto de los distintos elixires.
Curación: 5d4+mod.
Rapidez: 30 pies.
Resiliencia: +2 CA.
Audacia: duración 10 minutos
Vuelo: 30 pies.
Transformación: duración 1 hora.
BÁRBARO GUERRERO
-Furia: Un bárbaro puede permanecer en rabia durante 1 -Tomar Aliento: Aumenta a 2d10 en nivel 5, 3d10 en nivel
minuto, a menos que esté inconsciente o no sea hostil a 11 y 4d10 en nivel 17. *Se refiere al nivel de guerrero.
ninguna criatura cercana (ya sea voluntariamente por causa
de conjuros o efectos). Campeón
-Muerte por dado (opcional): En lugar del bono de daño
fijo que proporciona el rasgo Furia; puedes en su lugar -Atleta sobresaliente: También ganas competencia en
sumar d4/d6/d8 a tu tirada de daño. Atletismo o Acrobacias.
Debes escoger una de las dos opciones en la creación del
Pj. -Tenaz (nivel 15): Recargas todos los usos de Indómito con
-Ataque temerario ‘mejorado’: Cuando usas tu rasgo de un descanso corto.
clase Ataque Temerario y realizas un ataque, puedes
renunciar a realizar el ataque con ventaja y en su lugar
‘Echar a un lado’ o ‘Abrirte paso’ como parte del ataque.
When you gain a level in this class, you may replace any
spell that is granted by this feature with any spell from the
Cleric, or Sorcerer spell lists of the same level.
Shadow Sorcerer
1st level – False Life, Inflict Wounds
3rd level - Blindness/Deafness, Darkness
5th level - Fear, Vampiric Touch
7th level - Greater Invisibility, Shadow of Moil (XGE)
9th level - Mislead, Negative Energy Flood (XGE)
When you gain a level in this class, you may replace any
spell that is granted by this feature with any Illusion or
Necromancy spell from the Sorcerer, Warlock, or Wizard
spell lists of the same level.
Storm Sorcerer
1st level - Fog Cloud, Thunderwave
3rd level - Shatter, Warding Wind (XGE)
5th level - Call Lightning, Thunder Step (XGE)
7th level – Ice Storm, Storm Sphere (XGE)
9th level – Cloudkill, Control Winds (XGE)
When you gain a level in this class, you may replace any
spell that is granted by this feature with any Evocation or
Conjuration spell from the Sorcerer, Warlock, or Wizard
spell lists of the same level.
When you gain a level in this class, you may replace any
spell that is granted by this feature with any Evocation or
Transmutation spell from the Sorcerer, Warlock, or Wizard
spell lists of the same level.
When you gain a level in this class, you may replace any
spell that is granted by this feature with any Enchantment
or Evocation spell from the Sorcerer, Warlock, or Wizard
spell lists of the same level.
Hechicero Salvaje
MONJE COSAS DE DOTES
*Los cambios aparecen en negrita.
-Artes Marciales: Aumenta un nivel el tipo de dado de
daño (1d6/1d8/1d10/1d12)
GENERALES
Actor (Actor)
- Increase your Charisma score by 1, to a maximum of 20.
- You have advantage on Charisma (Deception) and
Charisma (Performance) checks when trying to pass
yourself off as a different person.
- You can mimic the speech of another person or the sounds
made by other creatures. You must have heard the person
speaking, or heard the creature make the sound, for at least
1 minute. A successful Wisdom (Insight) check contested
by your Charisma (Deception) check allows a listener to
determine that the effect is faked.
Alert (Alerta)
- You gain a +5 bonus to initiative.
- You can't be surprised while you are conscious.
- Other creatures don't gain advantage on attack rolls
against you as a result of being unseen by you
Athlete (Atleta)
- Increase your Strength or Dexterity score by 1, to a
maximum of 20.
- Ganas competencia en Atletismo.
- When you are prone, standing up uses only 5 feet of your
movement.
- Climbing and Swimming doesn't cost you extra
movement.
- You can make a running long jump or a running high
jump after moving only 5 feet on foot, rather than 10 feet.
Chef (Chef)
- Increase your Constitution or Wisdom score by 1, to a
maximum of 20.
- You gain proficiency with cook's utensils if you don't - Increase your Strength, Constitution, or Charisma score
already have it. by 1, to a maximum of 20.
- As part of a short rest, you can cook special food, - Your scales harden. While you aren't wearing armor, you
provided you have ingredients and cook's utensils on hand. can calculate your AC as 13 + your Dexterity modifier. You
You can prepare enough of this food for a number of can use a shield and still gain this benefit.
creatures equal to 4 + your proficiency bonus. At the end of - You grow retractable claws from the tips of your fingers.
the short rest, any creature who eats the food and spends Extending or retracting the claws requires no action. The
one or more Hit Dice to regain hit points regains an extra claws are natural weapons, which you can use to make
ld8 hit points. unarmed strikes. If you hit with them, you deal slashing
- With one hour of work or when you finish a long rest, you damage equal to ld6 + your Strength modifier, instead of
can cook a number of treats equal to your proficiency the normal bludgeoning damage for an unarmed strike.
bonus. These special treats last 8 hours after being made. A
creature can use a bonus action to eat one of those treats to Drow High Magic (Magia Alta Drow)
gain temporary hit points equal to your proficiency bonus. * Prerequisite: Elf (Drow)
- You learn detect magic and can cast it at will, without
Crossbow Expert (Experto en Ballestas) expending a spell slot. You also learn levitate and dispel
- You ignore the loading property of crossbows with which magic. You can cast each of these spells without
you are proficient. expending a spell slot. Once you cast either of these
- Being within 5 feet of a hostile creature doesn't impose spells in this way, you can't cast that spell in this way
disadvantage on your ranged attack rolls. again until you finish a long rest. You can also cast these
- When you use the Attack action and attack with a spells using spell slots you have of the appropriate
onehanded weapon, you can use a bonus action to attack level. Charisma is your spellcasting ability for these spells.
with a hand crossbow you are holding.
Dual Wielder (Combatiente con dos Armas)
Crusher (Aplastador) - You gain a +1 bonus to AC while you are wielding a
- Increase your Strength or Constitution by 1, to a separate melee weapon in each hand.
maximum of 20. - You can use two-weapon fighting even when the one
- Once per turn, when you hit a creature with an attack that handed melee weapons you are wielding aren't light.
deals bludgeoning damage, you can move it 5 feet to an - You can draw or stow two one-handed weapons when you
unoccupied space, provided the target is no more than one would normally be able to draw or stow only one.
size larger than you. When you score a critical hit that deals - While wielding a different weapon in each hand, if you
bludgeoning damage to a creature, attack rolls against that make an opportunity attack you can also make an attack
creature are made with advantage until the start of your using your off hand against the same target.
next turn.
Dungeon Delver (Explorador de Mazmorras)
Defensive Duelist (Duelista Defensivo) - You have advantage on Wisdom (Perception) and
* Prerequisite: Dexterity 13 or higher Intelligence (Investigation) checks made to detect the
- Increase your Dexterity score by 1, to a maximum of presence of secret doors.
20. - You have advantage on saving throws made to avoid or
- When you are wielding a finesse weapon with which you resist traps.
are proficient and another creature hits you with a melee - You have resistance to the damage dealt by traps.
attack, you can use your reaction to add your proficiency - Traveling at a fast pace doesn't impose the normal -5
penalty on your passive Wisdom (Perception) score.
bonus to your AC for that attack, potentially causing the
attack to miss you.
Durable (Resistente)
*Esta dote desaparece
Dragon Fear (Miedo Dracónico)
* Prerequisite: Dragonborn
- Increase your Strength, Constitution, or Charisma score Dwarven Fortitude (Fortaleza Enana)
by 1, to a maximum of 20. *Esta dote desaparece
- Instead of exhaling destructive energy, you can expend a
use of your Breath Weapon trait to roar, forcing each Eldritch Adept (Adepto Sobrenatural)
creature of your choice within 30 feet of you to make a * Prerequisite: Spellcasting or Pact Magic feature
Wisdom saving throw (DC 8 + your proficiency bonus + - You learn one Eldritch Invocation option of your choice
your Charisma modifier). A target automatically succeeds from the warlock class.
on the save if it can't hear or see you. If the invocation has a prerequisite of any kind, you can
On a failed save, a target becomes frightened of you for 1 choose that invocation only if you're a warlock who meets
minute. If the frightened target takes any damage, it can the prerequisite. Whenever you gain a level, you can
repeat the saving throw; ending the effect on itself on a
replace the invocation with another one from the warlock
success.
class.
Dragon Hide (Pellejo Dracónico)
* Prerequisite: Dragonborn Elemental Adept (Adepto Elemental)
* Prerequisite: The ability to cast at least one spell
- When you gain this feat, choose one of the following
damage types: acid, cold, fire, lightning, or thunder. Flames of Phlegethos (Llamas de Phlegethos)
Spells you cast ignore resistance to damage of the chosen * Prerequisite: Tiefling
type.
- Increase your Intelligence or Charisma score by 1, to a
- In addition, when you roll damage for a spell you cast that
maximum of 20.
deals damage of that type, you can treat any 1 on a damage
- When you roll fire damage for a spell you cast, you can
die as a 2.
reroll any roll of 1 on the fire damage dice, but you must
- You can select this feat multiple times. Each time you do
so, you must choose a different damage type. use the new roll, even if it is another 1.
- Whenever you cast a spell that deals fire damage, you can
cause flames to wreathe you until the end of your next turn.
Elven Accuracy (Precisión Élfica) The flames don’t harm you or your possessions, and they
* Prerequisite: Elf or half-elf
shed bright light out to 30 feet and dim light for an
- Increase your Dexterity, Intelligence, Wisdom, or
additional 30 feet. While the flames are present, any
Charisma score by 1, to a maximum of 20.
creature within 5 feet of you that hits you with a melee
- Whenever you have advantage on an attack roll using
attack takes ld6 fire damage.
Dexterity, Intelligence, Wisdom, or Charisma, you can
reroll one of the dice once.
Gift of the Chromatic Dragon (Don del Dragón
Cromático)
Fade Away (Desvancerse) - Chromatic Infusion: As a bonus action, you can touch a
* Prerequisite: Gnome simple or martial weapon and infuse it with one of the
- Increase your Dexterity or Intelligence score by 1, to a following damage types: acid, cold, fire, lightning, or
maximum of 20. poison. For the next minute, the weapon deals an extra ld4
- Immediately after you take damage, you can use a damage of the chosen type when it hits. After you use this
reaction to magically become invisible until the end of your bonus action, you can’t do so again until you finish a long
next turn or until you attack, deal damage, or force rest.
someone to make a saving throw. You can use this - Reactive Resistance: When you take acid, cold, fire,
reaction a number of times equal to your proficiency lightning, or poison damage, you can use your reaction to
bonus, and you regain all expended uses when you finish give yourself resistance to that instance of damage. You can
a long rest. use this reaction a number of times equal to your
proficiency bonus, and you regain all expended uses when
Fey Teleportation (Teletrasnportación Feérica) you finish a long rest.
* Prerequisite: Elf (High)
- Increase your Intelligence or Charisma by 1, to a Gift of the Gem Dragon (Don del Dragón Gema)
maximum of 20. - Increase your Intelligence, Wisdom, or Charisma score by
- You learn to speak, read, and write Sylvan. 1, to a maximum of 20.
- You learn the misty step spell and can cast it once without - Telekinetic Reprisal: When you take damage from a
expending a spell slot. You regain the ability to cast it in creature that is within 10 feet of you, you can use your
this way when you finish a short or long rest. You can also reaction to emanate telekinetic energy. The creature that
cast the spell using spell slots you have of the dealt damage to you must make a Strength saving throw
appropriate level. Intelligence is your spellcasting ability (DC equals 8 + your proficiency bonus + the ability
for this spell. modifier of the score increased by this feat). On a failed
save, the creature takes 2d8 force damage and is pushed up
to 10 feet away from you. On a successful save, the creature
Fey Touched (Tocado por las hadas) takes half as much damage and isn’t pushed.
- Increase your Intelligence, Wisdom, or Charisma score by You can use this reaction a number of times equal to your
1, to a maximum of 20. proficiency bonus, and you regain all expended uses when
- You learn the misty step spell and one 1st-level spell of you finish a long rest.
your choice. The 1st-level spell must be from the divination
or enchantment school of magic. You can cast each of these Gift of the Metallic Dragon (Don del Dragón
spells without expending a spell slot. Once you cast either Metálico)
of these spells in this way, you can't cast that spell in this - Draconic Healing: You learn the cure wounds spell.
way again until you finish a long rest. You can also cast You can cast this spell without expending a spell slot. Once
these spells using spell slots you have of the appropriate you cast this spell in this way, you can’t do so again until
level. The spells' spellcasting ability is the ability increased you finish a long rest. You can also cast this spell using
by this feat. spell slots you have. The spell’s spellcasting ability is
Intelligence, Wisdom, or Charisma when you cast it with
Fighting Initiate (Iniciado Guerrero) this feat (choose when you gain the feat).
* Prerequisite: Proficiency with a martial weapon - Protective Wings: You can manifest protective wings that
can shield you or others. When you or another creature you
- You learn one Fighting Style option of your choice from
can see within 5 feet of you is hit by an attack roll, you can
the fighter class. If you already have a style, the one you
use your reaction to manifest spectral wings from your back
choose must be different. Whenever you reach a level that
for a moment. You grant a bonus to the target’s AC equal to
grants the Ability Score Improvement feature, you can
your proficiency bonus against that attack roll, potentially
replace this feat's fighting style with another one from the
causing it to miss. You can use this reaction a number of
fighter class that you don't have.
times equal to your proficiency bonus, and you regain all - Increase your Constitution score by 1, to a maximum of
expended uses when you finish a long rest. 20.
- You have resistance to cold damage and poison damage.
Gunner (Pistolero) - You have advantage on saving throws against being
- Increase your Dexterity score by 1, to a maximum of 20. poisoned.
- You gain proficiency with firearms (see "Firearms" in the
Dungeon Master's Guide). Inspiring Leader (Lider Inspirador)
- You ignore the loading property of firearms. * Prerequisite: Charisma 13 or higher
- Being within 5 feet of a hostile creature doesn't impose - You can spend 10 minutes inspiring your companions,
disadvantage on your ranged attack rolls. shoring up their resolve to fight. When you do so, choose
up to six friendly creatures (which can include yourself)
Grappler (Apresador) within 30 feet of you who can see or hear you and who can
* Prerequisite: Strength 13 or higher understand you. Each creature can gain temporary hit points
- Increase your Strength score by 1, to a maximum of equal to your level + your Charisma modifier. A creature
20. can't gain temporary hit points from this feat again until it
- You have advantage on attack rolls against a creature you has finished a short or long rest.
are grappling.
- You can use your action to try to pin a creature grappled Keen Mind (Mente Aguda)
by you. To do so, make another grapple check. If you - Increase your Intelligence score by 1, to a maximum of
succeed, you and the creature are both restrained until the 20.
grapple ends. - You have advantage on Intelligence checks involving
- Creatures that are one size larger than you don’t have Knowledge and Reasoning.
advantage on checks to escape your grapple. - You have advantage on Intelligence Saving Throws.
- You always know which way is north.
Great Weapon Master (Maestro en Armas Pesadas) - You always know the number of hours left before the next
- Tu puntuación de Fuerza aumenta en 1, hasta un sunrise or sunset.
máximo de 20. - You can accurately recall anything you have seen or heard
- Cuando realizas un ataque cuerpo a cuerpo con un within the past month.
arma con la que eres competente, sostenida con ambas
manos, puedes elegir renunciar a añadir tu bonificación Lightly Armored (Ligeramente acorazado)
de competencia a la tirada de ataque para añadir en su - Increase your Strength or Dexterity score by 1, to a
lugar el doble de tu bonificación de competencia a la maximum of 20.
tirada de daño. - You gain proficiency with light armor.
- En tu turno, cuando consigas un golpe crítico con un
arma cuerpo a cuerpo o reduzcas una criatura a 0 Linguist (Lingüista)
puntos de vida con una, puedes realizar un ataque - Increase your Intelligence score by 1, to a maximum of
adicional con esa misma arma. Puedes hacer esto como 20.
máximo un número de veces igual a tu bonificador de - You learn three languages of your choice.
competencia por turno. - You can learn a new language by studying or being
exposed to it for five days.
Healer (Sanador) - You can ably create written ciphers. Others can't decipher
- Tienes Ventaja en los chequeos de Sabiduría a code you create unless you teach them, they succeed on
(Medicina) an Intelligence check (DC equal to your Intelligence score
- When you use a healer's kit to stabilize a dying creature, + your proficiency bonus), or they use magic to decipher it.
that creature also regains 1 hit point.
- As an action, you can spend one use of a healer's kit to Lucky (Afortunado)
tend to a creature and restore ld6 + 4 hit points to it, plus - You have 3 luck points. Whenever you make an attack
additional hit points equal to the creature's maximum roll, an ability check, or a saving throw, you can spend one
number of Hit Dice. The creature can't regain hit points luck point to roll an additional d20. You can choose to
from this feat again until it finishes a short or long rest. spend one of your luck points after you roll the die, but
before the outcome is determined. You choose which of the
d20s is used for the attack roll, ability check, or saving
Heavy Armor Master (Maestro en Armaduras throw.
Pesadas) You can also spend one luck point when an attack roll is
*Esta dote desaparece made against you. Roll a d20, and then choose whether the
attack uses the attacker's roll or yours.
Heavily Armored (Fuertemente Acorazado) If more than one creature spends a luck point to influence
* Prerequisite: Proficiency with medium armor the outcome of a roll, the points cancel each other out; no
- Increase your Strength score by 1, to a maximum of 20. additional dice are rolled. You regain your expended luck
- You gain proficiency with heavy armor. points when you finish a long rest.
AGARRES
- El nombre del tipo de criatura (es un zombie)
AVENTUREAMIENTOS - Alineamiento y comportamiento típico del tipo de la
criatura (neutral malvado, agresivo)
- Descripción de la criatura incluyendo información sin
DORMIR CON ARMADURA valores numéricos. Incluyendo movimiento, y formas
habituales de atacar. (Criatura estúpida y torpe. Se desplaza
Dormir con armadura ligera no supone ningún problema. andando lentamente y ataca dado golpes cuerpo a cuerpo)
- Idiomas hablados, los básicos de la criatura incluyendo
Cuando termines un descanso largo durante el cual telepatía (ninguno)
dormiste con una armadura media, recuperas solo la mitad
de tus dados de golpe gastados (mínimo de un dado). Si Si además se supera la dificultad por cinco (Ejemplo: un 10
tienes algún nivel de agotamiento, el descanso no reduce tu o más en una criatura común) se conoce información extra:
nivel de agotamiento. - Categoría de armadura sin incluir los modificadores de
objetos mágicos o de conjuros (CA 8)
Cuando termines un descanso largo durante el cual - Inmunidades y Resistencias. (Inmunidad veneno y a la
dormiste con una armadura pesada, recuperas solo una condición envenenado)
cuarta parte de tus dados de golpe gastados (mínimo de un - Información relevante. (Comprende los idiomas que
dado). Si tienes algún nivel de agotamiento, el descanso no hablaba en vida. Si el daño reduce los puntos de golpe del
reduce tu nivel de agotamiento. zombi a 0, debe hacer una tirada de salvación de
Constitución, a menos que el daño sea radiante o de un
RECONOCER CONJUROS golpe crítico. Si tiene éxito, el zombi permanece con 1
punto de golpe.)
Un personaje puede usar su reacción para identificar un
conjuro mientras se está lanzando, o puede usar una acción DAÑO POR CAÍDAS
en su turno para identificar un conjuro por su efecto
después de que se haya lanzado. Siempre y cuando pueda El daño por caída ha aumentado a 1d10 por cada 10 pies.
percibir su lanzamiento (componentes verbales o Puedes reducir el daño por caída utilizando tu Reacción
somáticos) o el efecto. para hacer un chequeo de Destreza (Acrobacias). Cuando lo
hagas, resta el resultado de tu chequeo de Destreza
El personaje puede hacer una prueba de Inteligencia (Acrobacias) del número de pies que has caído
(Arcanos) con la reacción o acción. La CD es igual 11 + verticalmente, antes de determinar cuánto daño recibes. Si
nivel del conjuro. el número de pies restante es inferior a 10, no recibes
ningún daño y caes de pie. En caso contrario recibes daño
CONOCIMIENTO DE MONSTRUOS normalmente y caes tumbado.
Por ejemplo, un personaje que cae 30 pies recibiría 3d10 de
Para reconocer a una criatura y saber información sobre ella daño. Utiliza su Reacción y saca un 9 en su chequeo de
se realiza una tirada de Inteligencia con la habilidad Destreza (Acrobacias). Ahora sólo 21 de los 30 pies
correspondiente: originales cuentan para el daño recibido, y recibe 2d10 de
daño.
- Aberration: Arcana Un personaje puede usar su acción para bajar por una
- Beast: Animal Handling, Nature, or Survival cornisa, reduciendo la caída en 10 pies.
- Celestial: Arcana or Religion Si recibe más de 10 de daño como resultado de la caída,
- Construct: Arcana también sufre una Herida, con una gravedad igual al daño
- Dragon: Arcana, History, or Nature recibido.
- Elemental: Arcana or Nature
- Fey: Arcana or Nature INTERACCIÓN CON POCIONES
- Fiend: Arcana or Religion
- Giant: History Las pociones que lleva tu personaje pueden ser ingeridas
- Humanoid: History mediante el uso de una acción de bonificación en lugar de
- Monstrosity: Nature or Survival una acción. Administrar una poción a otra criatura sigue
- Ooze: Arcana or Survival requiriendo una acción.
- Plant: Nature or Survival
- Undead: Arcana or Religion
LEVANTARSE DEL SUELO
El DM determina cual es la rareza de la criatura en cuestión
(en relación al personaje) y con ello la dificultad de la Levantarse del suelo cuesta 15’ si tu movimiento es de 30’
tirada. o mayor, y solo 10’ en caso de que sea menor.
- Común: Dificultad 5
- Infrecuente: Dificultad 10
- Raro: Dificultad 15 (necesaria competencia)
- Muy raro: Dificultad 20 (necesaria competencia)
DAÑO MASIVO
Si recibes un daño mayor o igual a la mitad de tus puntos de
golpe máximos de una sola fuente, tienes desventaja en las
salvaciones, tiradas de ataque y chequeos de habilidad hasta
el final de tu siguiente turno.
CURACIÓN Y DESCANSOS
Curación
El kit de curación tiene 30 cargas (en lugar de 10).
Descansos
Descansos rápidos [‘vendas’] (10 minutos):
Pueden realizarse tras cualquier encuentro en el que se haya
sufrido pérdida de puntos de golpe.
Permite realizar tiradas de curación.
Eliminan los niveles de fatiga producidos por caer a 0
puntos de golpe.
Eliminan todas las salvaciones de muerte falladas.