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D&D 5e rule changes: Difference between revisions

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* Falling damage only causes a creature to go [[Prone (Condition)|prone]] if a certain minimum height is met.
* Falling damage only causes a creature to go [[Prone (Condition)|prone]] if a certain minimum height is met.
* Using the [[Help|help]] action on a [[Downed (Condition)|downed]] ally brings them back to 1 hit point and leaves them [[Prone (Condition)|prone]]. This action can also be used to remove various other harmful conditions such as [[Ensnared (Condition)|Ensnared]], [[Enwebbed (Condition)|Enwebbed]], [[Sleeping (Condition)|Sleeping]], etc. It cannot be used to provide an ally advantage on an attack roll or ability check.
* Using the [[Help|help]] action on a [[Downed (Condition)|downed]] ally brings them back to 1 hit point and leaves them [[Prone (Condition)|prone]]. This action can also be used to remove various other harmful conditions such as [[Ensnared (Condition)|Ensnared]], [[Enwebbed (Condition)|Enwebbed]], [[Sleeping (Condition)|Sleeping]], etc. It cannot be used to provide an ally advantage on an attack roll or ability check.
* [[Jump (Bonus Action)|Jumping]] is a bonus action which consumes 10 ft of movement speed. With a Strength score of 10 or below, a creature can jump 15 ft, and this increases by 5 ft for every two points in strength above 10. At 20 Str a creature may spend 10 ft of movement speed and a bonus action to jump, and can travel 35 ft effectively increasing the creature's movement speed by up to 25 feet. You also don't roll an athletics check prior of the jump for it to succeed without being hit by an obstacle you are jumping beyond (such as a fence). You also don't roll acrobatics check when landing in any difficulty terrain where failing you fall proned (except when landing on slippery ice or grease).
* [[Jump|Jumping]] is a bonus action which consumes 10 ft of movement speed. With a Strength score of 10 or below, a creature can jump 15 ft, and this increases by 5 ft for every two points in strength above 10. At 20 Str a creature may spend 10 ft of movement speed and a bonus action to jump, and can travel 35 ft effectively increasing the creature's movement speed by up to 25 feet. You also don't roll an athletics check prior of the jump for it to succeed without being hit by an obstacle you are jumping beyond (such as a fence). You also don't roll acrobatics check when landing in any difficulty terrain where failing you fall proned (except when landing on slippery ice or grease).
* The Dodge action is not implemented, with the exception of the [[Monk]]'s [[Patient Defence]] ability or [[Fighter]] [[Battle Master|Battlemaster]]'s [[Evasive Footwork]] manoeuvre functioning similarly.
* The Dodge action is not implemented, with the exception of the [[Monk]]'s [[Patient Defence]] ability or [[Fighter]] [[Battle Master|Battlemaster]]'s [[Evasive Footwork]] manoeuvre functioning similarly.
* Readying an action is not implemented.
* Readying an action is not implemented.

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