Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
M
odified rules, still in the process of Stabilizing a Creature - Adaptation PHB
approval, it also contains a compilation 197
of Variant Rules to be used with D&D Stabilizing is not instant. You must perform all your Death
5e. Saves. A Help action before your turn improves your odds. If
a creature stabilizes that way, it gains a level of exhaustion.
DC Situation
Character Races 12 Victim makes Death Saves alone, without Help.
Variant Races 10 Victim receives non-proficient Help action.
Each Race, other than Human can trade at character 8 Victim receives Medicine-proficient Help action.
creation, their main attribute bonus (the bonus that grants
attribute +2, if the race does not grant a +2 bonus, select two -1 For each +2 Constitution modifier of the victim.
+1 bonus instead), for a Racial Feat (Xanathar's Guide to +1 For each -1 Constitution modifier of the victim.
Everything)
This rule makes other races, besides humans, have the Action Options - DMG 271
possibility to start with a feat.
Climb onto a Bigger Creature
Character Classes - Changes If one creature wants to jump onto another creature, it can do
so by grappling. A small or Medium creature has little chance
Fighter of making a successful grapple against a Huge or Gargantuan
Second Wind - Feature. This feature can’t be used out of creature, however, unless magic has granted the grappler
combat. supernatural might.
As an alternative, a suitably large opponent can be treated
Sorcerer as terrain for the purpose of jumping onto its back or clinging
Wild Magic Origin - Feature. Immediately after you cast a to a limb. After making any ability checks necessary to get
sorcerer spell of 1st level or higher, roll a D20, if the number into position and onto the larger creature, the smaller
equals the Spell Level, you roll on the Wild Magic Surge table creature uses its action to make a Strength (Athletics) or
(page. 104 PHB), and regain the Tides of Chaos if you don't Dexterity (Acrobatics) check contested by the target's
have it. Dexterity (Acrobatics) check. If it wins the contest, the
If you roll a 20, you roll on the Wild Magic Surge table, but smaller creature successfully moves into the target creature's
don't regain the use of Tides of Chaos. space, the smaller creature moves with the target and has
advantage on attack rolls against it.
Damage and Healing The smaller creature can move around within the larger
Falling - Adaptation PHB 183 creature's space, treating the space as difficult terrain. The
The maximum damage is 58d6 instead of 20d6. larger creature's ability to attack the smaller creature
A character can make an Acrobatics check (DC 10, +1 per depends on the smaller creature's location, and is left to your
20 feet, to a maximum of DC 25) to reduce fall damage by ½ discretion. The larger creature can dislodge the smaller
the result, rounded down. (Not cumulative with any previous creature as an action—knocking it off, scraping it against a
resistance) wall, or grabbing and throwing it—by making a Strength
(Athletics) check contested by the smaller creature's Strength
Injuries - Adaptation DMG 272 (Athletics) or Dexterity (Acrobatics) check. The smaller
When a creature suffers a critical hit that inflicts enough creature chooses which ability to use.
damage to incapacitate it (0 HP), the player must roll over the
DMG Injuries table (page. 272) to get an injury.
Slow Natural Healing - DMG 266
Characters don't regain hit points at the end of a long rest.
Instead, a character can spend Hit Dice to heal at the end of a
long rest, just as with a short rest.
This optional rule prolongs the amount of time that
characters need to recover from their wounds without the
benefits of magical healing and works well for grittier, more
realistic campaigns.