Page 78 - Xanathar's Guide To Everything
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CHéPTEM _


                           DUNGEON MASTER’S TOOLS




                     5 THE DUNGEON MASTER, 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 until 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
   'i                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, such 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  surviving a fall than a non-flying creature does, use this
          chapter then goes into greater depth on several topics—  rule: subtract the creature’s current flying speed from
  .       encounter building, random encounters, traps, magic  the distance it fell before calculating falling damage.
  I}      items, and downtime—which largely relate to how you  This rule is helpful to a flier that is knocked prone but
  I       create and stage your adventures.                 is still conscious and has a current flying speed that is
  I         The material in this chapter is meant to make your  greater than 0 feet. The rule is designed to simulate the
  l       life easier. Ignore anything you find here that doesn’t  creature flapping its wings furiously or taking similar
  I       help you, and don’t hesitate to customize 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 ifthat crea—
  i       SnuULLsNEOUsEErECTs                               ture starts any of its later turns still falling and is prone,
  3       Most effects in the game happen in succession, follow-  it can halt the fall on its turn by spending half its flying
                                                            speed to counter the prone condition (as if it were stand-
  '       ing an order set by the rules or the DM. In rare cases,
          effects can happen at the same time, especially 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
  l       DM—who controls that creature decides the order in  hours sleeping, 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 sleeps,
          occur at the end of a player character’s turn, the player  it is subjected to the unconscious condition. Here are a
          decides which of the two effects happens first.    few rules that expand on that basic fact.

 :        FALLLNG                                           WAKING SOMEONE
          Falling from a great height is a significant risk for ad—  A creature that is naturally sleeping, 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 1d6  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 bellaalso
          avoid taking damage from the fall. Here are two optional  awakens someone that is sleeping naturally.
          rules that expand on that simple rule.              Whispers don"t disturb sleep, unless a sleeper’s pas-
                                                            sive Wisdom (Perception) score is 20 or higher and the
          RATE OF FALLING                                   whispers are within 10 feet of the sleeper. Speech at a
          The rule for falling assumes that a creature immediately  normal volume awakens a sleeper if the environment
          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 airship? 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 makes 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
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