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<blockquote data-quote="touc" data-source="post: 9628900" data-attributes="member: 19270"><p><strong>Resting, “Safe Havens.” </strong>(A5E inspired). Exhaustion, Ability Score loss, and Undead drain are not removed unless the Long Rest is at a “Safe Haven,” which is a place to get a meal and full night’s sleep without reasonable risk of attack, or harm from the elements, such as an Inn, but not an open-air campsite or ship on restless waters.</p><p></p><p><strong>Sacrifice Shield to negate Crit </strong>(A5E). As reaction, if shield proficient, sacrifice your equipped shield to turn a critical hit into a normal hit. The shield is ruined. Magical shields become mundane for 1 hour when used this way.</p><p></p><p><strong>Stunlocking. </strong>If a creature failed a saving throw against any effect that, after failure, prevents the target from taking its Action, Bonus action, and Reaction all in a round, it has Advantage to its next saving throw against that same effect or until 24 hours has passed. This has no impact on attempts to break an existing effect (e.g. <em>Hold Person</em>), only on effects that have ended and are attempted to be reapplied.</p><p></p><p><strong>Swimming (expanded). </strong>If no swim speed, reduce speed by 1/2 when wading/swimming and then apply difficult terrain.</p><ul> <li data-xf-list-type="ul">If not proficient in Strength (Athletics), must make DC 10 check to move in water.</li> <li data-xf-list-type="ul">If swimming in armor, must (also) make Strength (Athletics) check each round (automatically failed if not proficient in that armor) to move.</li> <li data-xf-list-type="ul">Failure means 0 movement and possibly sink. Light Armor = DC 8, no sink. Medium Armor = DC 12 and sink 10 ft. Heavy Armor = DC 16 and sink 20 ft. You can voluntarily sink each round based on the armor without counting against your movement.</li> <li data-xf-list-type="ul">Add +2 to checks if in rough water, +4 if in stormy waters.</li> <li data-xf-list-type="ul">For each hour of swimming, DC 10 Constitution saving throw to avoid gaining 1 level of Exhaustion. Add +1 to the DC for each consecutive hour of swimming. Must rest 1 hour before the DC resets to 10. The saving throw is every 30 minutes if in medium armor and every 15 minutes in heavy armor.</li> </ul><p><strong>Swimming, deep water (Legendary Games). </strong>The pressure of deep water is exhausting. Traveling 100-200 ft. deep requires DC 10 Constitution save to avoid getting a level of exhaustion, with +1 added every 2 hours of travel. Over 200 ft. requires a check every hour. Unless a creature has cold resistance or is adapted to deep water, at these depths creatures take 1d4 cold damage each minute, a DC 10 Constitution saving throw negates.<strong></strong></p><p><strong></strong></p><p><strong>Underwater Combat (expanded, A5E). </strong>All bludgeoning damage halved. <u>If damaged while holding breath, Concentration check or immediately begin suffocating</u>. A verbal spell uses up all held breath and at the start of the creature’s next turn, it begins suffocating.</p><p></p><p><strong>Zero Hit Points, slowed condition. </strong>If at 0 HP and healed above 0 HP, until the end of your next turn, you are affected as if by the <em>Slow </em>spell (nonmagical, cannot be removed, cannot be negated by <em>Haste, </em>can stack with <em>Slow </em>magic): <em>1/2 speed, -2 AC, -2 Dex saves, can’t take reactions, on turn can only take an Action or Bonus action, only attacks once with Attack action, spells with somatic (S) component 25% to fail.</em></p></blockquote><p></p>
[QUOTE="touc, post: 9628900, member: 19270"] [B]Resting, “Safe Havens.” [/B](A5E inspired). Exhaustion, Ability Score loss, and Undead drain are not removed unless the Long Rest is at a “Safe Haven,” which is a place to get a meal and full night’s sleep without reasonable risk of attack, or harm from the elements, such as an Inn, but not an open-air campsite or ship on restless waters. [B]Sacrifice Shield to negate Crit [/B](A5E). As reaction, if shield proficient, sacrifice your equipped shield to turn a critical hit into a normal hit. The shield is ruined. Magical shields become mundane for 1 hour when used this way. [B]Stunlocking. [/B]If a creature failed a saving throw against any effect that, after failure, prevents the target from taking its Action, Bonus action, and Reaction all in a round, it has Advantage to its next saving throw against that same effect or until 24 hours has passed. This has no impact on attempts to break an existing effect (e.g. [I]Hold Person[/I]), only on effects that have ended and are attempted to be reapplied. [B]Swimming (expanded). [/B]If no swim speed, reduce speed by 1/2 when wading/swimming and then apply difficult terrain. [LIST] [*]If not proficient in Strength (Athletics), must make DC 10 check to move in water. [*]If swimming in armor, must (also) make Strength (Athletics) check each round (automatically failed if not proficient in that armor) to move. [*]Failure means 0 movement and possibly sink. Light Armor = DC 8, no sink. Medium Armor = DC 12 and sink 10 ft. Heavy Armor = DC 16 and sink 20 ft. You can voluntarily sink each round based on the armor without counting against your movement. [*]Add +2 to checks if in rough water, +4 if in stormy waters. [*]For each hour of swimming, DC 10 Constitution saving throw to avoid gaining 1 level of Exhaustion. Add +1 to the DC for each consecutive hour of swimming. Must rest 1 hour before the DC resets to 10. The saving throw is every 30 minutes if in medium armor and every 15 minutes in heavy armor. [/LIST] [B]Swimming, deep water (Legendary Games). [/B]The pressure of deep water is exhausting. Traveling 100-200 ft. deep requires DC 10 Constitution save to avoid getting a level of exhaustion, with +1 added every 2 hours of travel. Over 200 ft. requires a check every hour. Unless a creature has cold resistance or is adapted to deep water, at these depths creatures take 1d4 cold damage each minute, a DC 10 Constitution saving throw negates.[B] Underwater Combat (expanded, A5E). [/B]All bludgeoning damage halved. [U]If damaged while holding breath, Concentration check or immediately begin suffocating[/U]. A verbal spell uses up all held breath and at the start of the creature’s next turn, it begins suffocating. [B]Zero Hit Points, slowed condition. [/B]If at 0 HP and healed above 0 HP, until the end of your next turn, you are affected as if by the [I]Slow [/I]spell (nonmagical, cannot be removed, cannot be negated by [I]Haste, [/I]can stack with [I]Slow [/I]magic): [I]1/2 speed, -2 AC, -2 Dex saves, can’t take reactions, on turn can only take an Action or Bonus action, only attacks once with Attack action, spells with somatic (S) component 25% to fail.[/I] [/QUOTE]
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