Page 78 - DnD 5e - Xanathar's Guide to Everything
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CHAPTER 2



                             DUNGEON MASTER'S TOOLS



                      S THE DUNGEON M ASTER, YOU OVERSEE        turn, you descend up to 500 feet at the end of that turn.
                      the game and weave together the story ex-  This process continues untiJ the fall ends, either be-
                      perienced by your players. You're the one   cause you hit the ground or the fall is otherwise halted.
                      who keeps it all going, and this chapter is
                      for you. It gives you new rules options, as   FLYING CREATURES AND  FALLING
                      well as some refined tools  for creating and   A flying creature in flight falls if it is knocked prone, if
                       running adventures and campaigns. It is a   its speed is reduced to 0 feet, or if it otherwise loses the
                      supplement to the tools and advice offered   ability to move, unless it can hover or it is being held
           in the Dungeon Master's Guide.                       aloft by magic, s uch as the fly spell.
            The chapter opens with optional rules meant to help   If  you'd like a flying creature to have a better chance of
           you run certain parts of the game more smoothly. The   s urviving a fall than a non-flying creature does, use this
           chapter then goes into greater depth on several topics-  rule: s ubtract the creature's current flying speed from
           encounter building, random encounters, traps, magic   the distance it fell before calculating falling damage.
           items, and downtime-which largely relate to how you   T his rule is helpful to a flier that is knocked prone but
           create and s tage your adventures.                   is still conscious and has a current flying speed that is
            The material in this chapter is meant to make your   greater than 0 feet. T he rule is designed to sim ulate the
           life easier. Ignore anything you find  here that doesn't   creature flapping its wings furiously or taking s imilar
           help you, and don't hesitate  to cus tomize the things that   measures to slow the velocity of its fall.
           you do use. The game's rules exist to serve you and the   If  you use the rule for rate of falling in the previous
           games you run. As always, make them your own.        section, a flying creature descends 500 feet on the turn
                                                                when it falls, just as other creatures do. But if that crea-
           SIMULTANEOUS EFFECTS                                 ture starts any of its later turns s till falling and is prone,
           Most effects in the game happen in s uccession, follow-  it can ha lt the fall on its turn by spending half its flying
           ing an order set by the rules or the DM. In rare cases,   speed to counter the  prone condition (as if it were stand-
           effects can happen at the same time, especiaUy at the   ing up in midair).
           start or end of a creature's turn. If  two or more things
           happen at the same time on a character or monster's   SLEEP
           turn, the person at the game table-whether player or   Just as in the real world, D&D characters spend many
           DM-who controls that creature decides the order in   hours s leeping, most often as part of a long rest. Most
           which those things happen. For example, if two effects   monsters also need to sleep. While a creature s leeps,
           occur at the end of a player character's turn, the player   it is s ubjected to the unconscious condition. Here are a
           decides which of the two effects happens first.      few rules that expand on that basic fact.

           FALLING                                              WAKING SOMEONE
           Falling from a great height is a significant risk for ad-  A creature that is naturally s leeping, as opposed to be-
           venturers and their foes. The rule given in the Player's   ing in a  magically or chemically induced sleep, wakes
           Handbook  is simple: at the end of a fall , you take ld6   up if it takes any damage or if  someone else uses an ac-
           bludgeoning damage for every 10 feet you fell, to a maxi-  tion to shake or slap the creature awake. A sudden loud
           mum of 20d6. You also land prone, unless you somehow   noise- such as yelling, thunder, or a ringing bell-also
           avoid taking damage from the fall. Here are two optional   awakens someone that is sleeping naturaUy.
           rules that expand on that s imple rule.                Whispers don't disturb sleep, unless a sleeper's pas-
                                                                sive Wis dom (Perception) score is 20 or higher and the
           RATE  OF FALLING                                     whispers are within 10 feet of the sleeper. Speech at a
                                                                norma l volume awakens a sleeper if the environment
           The rule for falling assumes that a creature immediately
           drops the entire distance when it falls. But what if a   is otherwise silent (no wind, birdsong, crickets, street
           creature  is at a high altitude when it falls, perhaps on   sounds, or the  like) and the sleeper has a  passive Wis-
           the back of a griffon or on board an airs hip? Realisti-  dom (Perception) score of 15 or higher.
           cally, a fall from such a  height can take more than a few   SLEEPING IN ARMOR
           seconds, extending past the end of the turn when the fall
           occurred. If  you'd like high-altitude falls to be properly   Sleeping in light armor has no adverse effect on the
           time-consuming, use the following optional rule.     wearer, but sleeping in medium or heavy armor ma kes it
             When you fall  from a great height, you instantly de-  difficult to recover fully during a  long rest.
           scend up to 500 feet. If  you're still falling on your next


                                                                               CHAPTER 2   DUNCl!01' MASTER'S TOOLS
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