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Combattimento

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Versione del 3 lug 2026 alle 12:44 di Admin (discussione | contributi) (Traduzione regole: COMBAT)

COMBAT

A typical combat encounter is a clash between two sides, a flurry of Arma swings, feints, parries, footwork, and Lancio di incantesimi. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls Iniziativa. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.

># Combat Step by Step > >1. Determine surprise. The GM determines whether anyone involved in the combat encounter is surprised. >2. Establish positions. The GM decides where all the characters and mostri are located. Given the adventurers' marching order or their stated positions in the room or other location, the GM figures out where the adversaries are̶how far away and in what direction. >3. Roll Iniziativa. Everyone involved in the combat encounter rolls Iniziativa, determining the order of combatants' turns. >4. Take turns. Each participant in the battle takes a turn in Iniziativa order. >5. Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.

Surprise

A band of adventurers sneaks up on a bandit camp, springing from the trees to Attacco them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.

The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Destrezza (Furtività) checks of anyone hiding with the passive Saggezza (Percezione) score of each Creatura on the opposing side. Any character or [[:Categoria:mostri|mostro]] that doesn't notice a threat is surprised at the start of the encounter.

If you're surprised, you can't move or take an Azione on your first turn of the combat, and you can't take a Reazione until that turn ends. A member of a group can be surprised even if the other members aren't.

Iniziativa

Iniziativa determines the order of turns during combat. When combat starts, every participant makes a Destrezza check to determine their place in the Iniziativa order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.

The GM ranks the combatants in order from the one with the highest Destrezza check total to the one with the lowest. This is the order (called the Iniziativa order) in which they act during each round. The Iniziativa order remains the same from round to round.

If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a [[:Categoria:mostri|mostro]] and a player character. Optionally, the GM can have the tied characters and mostri each roll a d20 to determine the order, highest roll going first.

Your Turn

On your turn, you can move a distance up to your Velocità and take one Azione. You decide whether to move first or take your Azione first. Your Velocità- sometimes called your walking Velocità-is noted on your character sheet.

The most common actions you can take are described in the "Actions in Combat" section later in this chapter. Many class Privilegi and other abilities provide additional options for your Azione.

The "Movement and Position" section later in this chapter gives the rules for your move.

You can forgo moving, taking an Azione, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready Azione, as described in "Actions in Combat."

Bonus Actions

Various class Privilegi, incantesimi, and other abilities let you take an additional Azione on your turn called a Azione Bonus. The Cunning Azione Privilegio, for example, allows a Ladro to take a Azione Bonus. You can take a Azione Bonus only when a special ability, [[:Categoria:incantesimi|incantesimo]], or other Privilegio of the game states that you can do something as a Azione Bonus. You otherwise don't have a Azione Bonus to take.

You can take only one Azione Bonus on your turn, so you must choose which Azione Bonus to use when you have more than one available.

You choose when to take a Azione Bonus during your turn, unless the Azione Bonus's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a Azione Bonus.

Other Activity on Your Turn

Your turn can include a variety of flourishes that require neither your Azione nor your move.

You can communicate however you are able, through brief utterances and gestures, as you take your turn.

You can also interact with one object or Privilegio of the environment for free, during either your move or your Azione. For example, you could open a door during your move as you stride toward a foe, or you could draw your Arma as part of the same Azione you use to Attacco.

If you want to interact with a second object, you need to use your Azione. Some Oggetti Magici and other special objects always require an Azione to use, as stated in their descriptions.

The GM might require you to use an Azione for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an Azione to open a stuck door or turn a crank to lower a drawbridge.

Reactions

Certain special abilities, incantesimi, and situations allow you to take a special Azione called a Reazione. A Reazione is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity Attacco, described later in this chapter, is the most common type of Reazione.

When you take a Reazione, you can't take another one until the start of your next turn. If the Reazione interrupts another Creatura's turn, that Creatura can continue its turn right after the Reazione.

Movement and Position

In combat, characters and mostri are in constant motion, often using movement and position to gain the upper hand.

On your turn, you can move a distance up to your Velocità. You can use as much or as little of your Velocità as you like on your turn, following the rules here.

Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your Velocità until it is used up or until you are done moving.

Breaking Up Your Move

You can break up your movement on your turn, using some of your Velocità before and after your Azione. For example, if you have a Velocità of 30 feet, you can move 10 feet, take your Azione, and then move 20 feet.

Moving between Attacks

If you take an Azione that includes more than one Arma Attacco, you can break up your movement even further by moving between those attacks. For example, a Guerriero who can make two attacks with the Extra Attacco Privilegio and who has a Velocità of 25 feet could move 10 feet, make an Attacco, move 15 feet, and then Attacco again.

Using Different Speeds

If you have more than one Velocità, such as your walking Velocità and a flying Velocità, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new Velocità. The result determines how much farther you can move. If the result is 0 or less, you can't use the new Velocità during the current move.

For example, if you have a Velocità of 30 and a flying Velocità of 60 because a Mago cast the fly [[:Categoria:incantesimi|incantesimo]] on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.

Difficult Terrain

Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases-the setting of a typical fight contains difficult terrain.

Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.

Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another Creatura, whether hostile or not, also counts as difficult terrain.

Being Prono

Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are Prono, a condition described in appendix A.

You can drop Prono without using any of your Velocità. Standing up takes more effort; doing so costs an amount of movement equal to half your Velocità. For example, if your Velocità is 30 feet, you must spend

15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your Velocità is 0.

To move while Prono, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.

> Interacting with Objects Around You > >Here are a few examples of the sorts of thing you can do in tandem with your movement and Azione: > >- draw or sheathe a sword >- open or close a door >- withdraw a Pozione from your backpack >- pick up a dropped axe >- take a bauble from a table >- remove a Anello from your finger >- stuff some food into your mouth >- Pianta a banner in the ground >- fish a few coins from your belt pouch >- drink all the ale in a flagon >- throw a lever or a switch >- pull a torch from a sconce >- take a book from a shelf you can reach >- extinguish a small flame >- don a mask >- pull the hood of your cloak up and over your head >- put your ear to a door >- kick a small stone >- turn a key in a lock >- tap the floor with a 10-foot pole >- hand an item to another character

Moving Around Other Creatures

You can move through a nonhostile Creatura's space. In contrast, you can move through a hostile Creatura's space only if the Creatura is at least two sizes larger or smaller than you. Remember that another Creatura's space is difficult terrain for you.

Whether a Creatura is a friend or an enemy, you can't willingly end your move in its space.

If you leave a hostile Creatura's reach during your move, you provoke an opportunity Attacco, as explained later in the chapter.

Flying Movement

Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying Creatura is knocked Prono, has its Velocità reduced to 0, or is otherwise deprived of the ability to move, the Creatura falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly [[:Categoria:incantesimi|incantesimo]].

Creatura Size

Each Creatura takes up a different amount of space. The Size Categories table shows how much space a Creatura of a particular size controls in combat. Objects sometimes use the same size categories.

Table- Creatura Size

| Size | Space | |------------|------------------------| | Tiny | 2 1/2 by 2 1/2 ft. | | Small | 5 by 5 ft. | | Medium | 5 by 5 ft. | | Large | 10 by 10 ft. | | Huge | 15 by 15 ft. | | Gargantuan | 20 by 20 ft. or larger | | | |

Space

A Creatura's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium Creatura isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot wide doorway, other creatures can't get through unless the hobgoblin lets them.

A Creatura's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another Creatura in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.

Because larger creatures take up more space, fewer of them can surround a Creatura. If four Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.

Squeezing into a Smaller Space

A Creatura can squeeze through a space that is large enough for a Creatura one size smaller than it. Thus, a Large Creatura can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a Creatura must spend 1 extra foot for every foot it moves there, and it has Svantaggio on Attacco rolls and Destrezza Tiri Salvezza. Attacco rolls against the Creatura have Vantaggio while it's in the smaller space.

Actions in Combat

When you take your Azione on your turn, you can take one of the actions presented here, an Azione you gained from your class or a special Privilegio, or an Azione that you improvise. Many mostri have Azione options of their own in their stat blocks.

When you describe an Azione not detailed elsewhere in the rules, the GM tells you whether that Azione is possible and what kind of roll you need to make, if any, to determine success or failure.

Attacco

The most common Azione to take in combat is the Attacco Azione, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.

With this Azione, you make one melee or ranged Attacco. See the "Making an Attacco" section for the rules that govern attacks.

Certain Privilegi, such as the Extra Attacco Privilegio of the Guerriero, allow you to make more than one Attacco with this Azione.

Cast a [[:Categoria:incantesimi|incantesimo]]

Spellcasters such as wizards and clerics, as well as many mostri, have access to incantesimi and can use them to great effect in combat. Each [[:Categoria:incantesimi|incantesimo]] has a casting time, which specifies whether the caster must use an Azione, a Reazione, minutes, or even hours to cast the [[:Categoria:incantesimi|incantesimo]]. Casting a [[:Categoria:incantesimi|incantesimo]] is, therefore, not necessarily an Azione. Most incantesimi do have a casting time of 1 Azione, so a spellcaster often uses his or her Azione in combat to cast such a [[:Categoria:incantesimi|incantesimo]].

Dash

When you take the Dash Azione, you gain extra movement for the current turn. The increase equals your Velocità, after applying any modifiers. With a Velocità of 30 feet, for example, you can move up to 60 feet on your turn if you dash.

Any increase or decrease to your Velocità changes this additional movement by the same amount. If your Velocità of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.

Disengage

If you take the Disengage Azione, your movement doesn't provoke opportunity attacks for the rest of the turn.

Dodge

When you take the Dodge Azione, you focus entirely on avoiding attacks. Until the start of your next turn, any Tiro per Colpire made against you has Svantaggio if you can see the attacker, and you make Destrezza Tiri Salvezza with Vantaggio. You lose this benefit if you are incapacitated (as explained in appendix A) or if your Velocità drops to 0.

Help

You can lend your aid to another Creatura in the completion of a task. When you take the Help Azione, the Creatura you aid gains Vantaggio on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.

Alternatively, you can aid a friendly Creatura in attacking a Creatura within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's Attacco more effective. If your ally attacks the target before your next turn, the first Tiro per Colpire is made with Vantaggio.

Hide

When you take the Hide Azione, you make a Destrezza (Furtività) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the "Unseen Attackers and Targets" section later in this chapter.

Ready

Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready Azione on your turn, which lets you act using your Reazione before the start of your next turn.

First, you decide what perceivable circumstance will trigger your Reazione. Then, you choose the Azione you will take in response to that trigger, or you choose to move up to your Velocità in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the Goblin steps next to me, I move away."

When the trigger occurs, you can either take your Reazione right after the trigger finishes or ignore the trigger. Remember that you can take only one Reazione per round.

When you ready a [[:Categoria:incantesimi|incantesimo]], you cast it as normal but hold its energy, which you release with your Reazione when the trigger occurs. To be readied, a [[:Categoria:incantesimi|incantesimo]] must have a casting time of 1 Azione, and holding onto the [[:Categoria:incantesimi|incantesimo]]'s magic requires Concentrazione. If your Concentrazione is broken, the [[:Categoria:incantesimi|incantesimo]] dissipates without taking effect. For example, if you are concentrating on the web [[:Categoria:incantesimi|incantesimo]] and ready Dardo Incantato, your web [[:Categoria:incantesimi|incantesimo]] ends, and if you take Danno before you release Dardo Incantato with your Reazione, your Concentrazione might be broken.

Search

When you take the Search Azione, you devote your attention to finding something. Depending on the Natura of your search, the GM might have you make a Saggezza (Percezione) check or an Intelligenza (Indagare) check.

Use an Object

You normally interact with an object while doing something else, such as when you draw a sword as part of an Attacco. When an object requires your Azione for its use, you take the Use an Object Azione. This Azione is also useful when you want to interact with more than one object on your turn.

Making an Attacco

Whether you're striking with a Arma da Mischia, firing a Arma at range, or making an Tiro per Colpire as part of a [[:Categoria:incantesimi|incantesimo]], an Attacco has a simple structure.

- Choose a target. Pick a target within your Attacco's Range: a Creatura, an object, or a location. - Determine modifiers. The GM determines whether the target has cover and whether you have Vantaggio or Svantaggio against the target. In addition, incantesimi, special abilities, and other effects can apply penalties or bonuses to your Tiro per Colpire. - Resolve the Attacco. You make the Tiro per Colpire. On a Colpito, you roll Danno, unless the particular Attacco has rules that specify otherwise. Some attacks cause special effects in addition to or instead of Danno.

If there's ever any question whether something you're doing counts as an Attacco, the rule is simple: if you're making an Tiro per Colpire, you're making an Attacco.

Attacco Rolls

When you make an Attacco, your Tiro per Colpire determines whether the Attacco hits or misses. To make an Tiro per Colpire, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's [[:Categoria:classi|classe]] Armatura (AC), the Attacco hits. The AC of a character is determined at character creation, whereas the AC of a [[:Categoria:mostri|mostro]] is in its stat block.

Modifiers to the Roll

When a character makes an Tiro per Colpire, the two most common modifiers to the roll are an ability modifier and the character's Bonus di Competenza. When a [[:Categoria:mostri|mostro]] makes an Tiro per Colpire, it uses whatever modifier is provided in its stat block.

        • Ability Modifier.** The ability modifier used for a Arma da Mischia Attacco is Forza, and the ability modifier used for a Arma a Distanza Attacco is Destrezza. Armi that have the finesse or thrown property break this rule.

Some incantesimi also require an Tiro per Colpire. The ability modifier used for a Attacco dell'[[:Categoria:incantesimi|incantesimo]] depends on the Lancio di incantesimi ability of the spellcaster.

**Bonus di Competenza.** You add your Bonus di Competenza to your Tiro per Colpire when you Attacco using a Arma with which you have Competenza, as well as when you Attacco with a [[:Categoria:incantesimi|incantesimo]].

Rolling 1 or 20

Sometimes fate blesses or curses a combatant, causing the novice to Colpito and the veteran to Mancato.

If the d20 roll for an Attacco is a 20, the Attacco hits regardless of any modifiers or the target's AC. This is called a Colpo Critico, which is explained later in this chapter.

If the d20 roll for an Attacco is a 1, the Attacco misses regardless of any modifiers or the target's AC.

Unseen Attackers and Targets

Combatants often try to escape their foes' notice by hiding, casting the invisibility [[:Categoria:incantesimi|incantesimo]], or lurking in darkness.

When you Attacco a target that you can't see, you have Svantaggio on the Tiro per Colpire. This is true whether you're guessing the target's location or you're targeting a Creatura you can hear but not see. If the target isn't in the location you targeted, you automatically Mancato, but the GM typically just says that the Attacco missed, not whether you guessed the target's location correctly.

When a Creatura can't see you, you have Vantaggio on Attacco rolls against it. If you are hidden-both unseen and unheard-when you make an Attacco, you give away your location when the Attacco hits or misses.

Ranged Attacks

When you make a ranged Attacco, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A [[:Categoria:mostri|mostro]] might shoot spines from its tail. Many incantesimi also involve making a ranged Attacco.

Range

You can make ranged attacks only against targets within a specified range.

If a ranged Attacco, such as one made with a [[:Categoria:incantesimi|incantesimo]], has a single range, you can't Attacco a target beyond this range.

Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your Tiro per Colpire has Svantaggio when your target is beyond normal range, and you can't Attacco a target beyond the long range.

Ranged Attacks in Close Combat

Aiming a ranged Attacco is more difficult when a foe is next to you. When you make a ranged Attacco with a Arma, a [[:Categoria:incantesimi|incantesimo]], or some other means, you have Svantaggio on the Tiro per Colpire if you are within 5 feet of a hostile Creatura who can see you and who isn't incapacitated.

Melee Attacks

Used in hand-to-hand combat, a melee Attacco allows you to Attacco a foe within your reach. A melee Attacco typically uses a handheld Arma such as a sword, a warhammer, or an axe. A typical [[:Categoria:mostri|mostro]] makes a melee Attacco when it strikes with its claws, horns, teeth, tentacles, or other body part. A few incantesimi also involve making a melee Attacco.

Most creatures have a 5-foot reach and can thus Attacco targets within 5 feet of them when making a melee Attacco. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.

Instead of using a Arma to make a Arma da Mischia Attacco, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as Armi). On a Colpito, an unarmed strike deals bludgeoning Danno equal to 1 + your Forza modifier. You are proficient with your unarmed strikes.

>**Contests in Combat** > >Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an Azione in combat: grappling and shoving a Creatura. The GM can use these contests as models for improvising others.

Opportunity Attacks

In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity Attacco.

You can make an opportunity Attacco when a hostile Creatura that you can see moves out of your reach. To make the opportunity Attacco, you use your Reazione to make one melee Attacco against the provoking Creatura. The Attacco occurs right before the Creatura leaves your reach.

You can avoid provoking an opportunity Attacco by taking the Disengage Azione. You also don't provoke an opportunity Attacco when you teleport or when someone or something moves you without using your movement, Azione, or Reazione. For example, you don't provoke an opportunity Attacco if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.

Two-Arma Fighting

When you take the Attacco Azione and Attacco with a Luce Arma da Mischia that you're holding in one hand, you can use a Azione Bonus to Attacco with a different Luce Arma da Mischia that you're holding in the other hand. You don't add your ability modifier to the Danno of the bonus Attacco, unless that modifier is negative.

If either Arma has the thrown property, you can throw the Arma, instead of making a melee Attacco with it.

Grappling

When you want to grab a Creatura or wrestle with it, you can use the Attacco Azione to make a special melee Attacco, a grapple. If you're able to make multiple attacks with the Attacco Azione, this Attacco replaces one of them.

The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an Tiro per Colpire: a Forza (Atletica) check contested by the target's Forza (Atletica) or Destrezza (Acrobazia) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the Afferrato condition (see appendix ##). The condition specifies the things that end it, and you can release the target whenever you like (no Azione required).

**Escaping a Grapple**. A Afferrato Creatura can use its Azione to escape. To do so, it must succeed on a Forza (Atletica) or Destrezza (Acrobazia) check contested by your Forza (Atletica) check.

**Moving a Afferrato Creatura**. When you move, you can drag or carry the Afferrato Creatura with you, but your Velocità is halved, unless the Creatura is two or more sizes smaller than you.

Shoving a Creatura

Using the Attacco Azione, you can make a special melee Attacco to shove a Creatura, either to knock it Prono or push it away from you. If you're able to make multiple attacks with the Attacco Azione, this Attacco replaces one of them.

The target must be no more than one size larger than you and must be within your reach. Instead of making an Tiro per Colpire, you make a Forza (Atletica) check contested by the target's Forza (Atletica) or Destrezza (Acrobazia) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target Prono or push it 5 feet away from you.

Cover

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an Attacco or other effect originates on the opposite side of the cover.

There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a Creatura that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.

A target with half cover has a +2 bonus to AC and Destrezza Tiri Salvezza. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a Creatura, whether that Creatura is an enemy or a friend.

A target with three-quarters cover has a +5 bonus to AC and Destrezza Tiri Salvezza. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.

A target with total cover can't be targeted directly by an Attacco or a [[:Categoria:incantesimi|incantesimo]], although some incantesimi can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

Danno and Healing

Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a Palla di Fuoco [[:Categoria:incantesimi|incantesimo]] all have the potential to Danno, or even kill, the hardiest of creatures.

Punti Ferita

Punti Ferita represent a combination of physical and mental durability, the will to live, and luck. Creatures with more Punti Ferita are more difficult to kill. Those with fewer Punti Ferita are more fragile.

A Creatura's current Punti Ferita (usually just called Punti Ferita) can be any number from the Creatura's Colpito point maximum down to 0. This number changes frequently as a Creatura takes Danno or receives healing.

Whenever a Creatura takes Danno, that Danno is subtracted from its Punti Ferita. The loss of Punti Ferita has no effect on a Creatura's capabilities until the Creatura drops to 0 Punti Ferita.

Danno Rolls

Each Arma, [[:Categoria:incantesimi|incantesimo]], and harmful [[:Categoria:mostri|mostro]] ability specifies the Danno it deals. You roll the Danno die or dice, add any modifiers, and apply the Danno to your target. Magic Armi, special abilities, and other factors can grant a bonus to Danno. With a penalty, it is possible to deal 0 Danno, but never negative Danno.

When attacking with a Arma, you add your ability modifier-the same modifier used for the Tiro per Colpire-to the Danno. A [[:Categoria:incantesimi|incantesimo]] tells you which dice to roll for Danno and whether to add any modifiers.

If a [[:Categoria:incantesimi|incantesimo]] or other effect deals Danno to more than one target at the same time, roll the Danno once for all of them. For example, when a Mago casts Palla di Fuoco or a Chierico casts flame strike, the [[:Categoria:incantesimi|incantesimo]]'s Danno is rolled once for all creatures caught in the blast.

Critical Hits

When you score a Colpo Critico, you get to roll extra dice for the Attacco's Danno against the target. Roll all of the Attacco's Danno dice twice and add them together. Then add any relevant modifiers as normal. To Velocità up play, you can roll all the Danno dice at once.

For example, if you score a Colpo Critico with a dagger, roll 2d4 for the Danno, rather than 1d4, and then add your relevant ability modifier. If the Attacco involves other Danno dice, such as from the Ladro's Sneak Attacco Privilegio, you roll those dice twice as well.

Danno Types

Different attacks, damaging incantesimi, and other harmful effects deal different types of Danno. Danno types have no rules of their own, but other rules, such as Danno Resistenza, rely on the types.

The Danno types follow, with examples to help a GM assign a Danno type to a new effect.

**Acid**. The corrosive spray of a black Drago's breath and the dissolving enzymes secreted by a black pudding deal acid Danno.

**Bludgeoning**. Blunt force attacks-hammers, falling, constriction, and the like-deal bludgeoning Danno.

**Cold**. The infernal chill radiating from an ice Diavolo's spear and the frigid blast of a white Drago's breath deal cold Danno.

**Fire**. Red dragons breathe fire, and many incantesimi conjure flames to deal fire Danno.

**Force**. Force is pure magical energy focused into a damaging form. Most effects that deal force Danno are incantesimi, including Dardo Incantato and spiritual Arma.

**Lightning**. A lightning bolt [[:Categoria:incantesimi|incantesimo]] and a blue Drago's breath deal lightning Danno.

**Necrotic**. Necrotic Danno, dealt by certain Non Morto and a [[:Categoria:incantesimi|incantesimo]] such as chill touch, withers matter and even the soul.

**Piercing**. Puncturing and impaling attacks, including spears and mostri' bites, deal piercing Danno.

**Poison**. Venomous stings and the toxic gas of a green Drago's breath deal poison Danno.

**Psychic**. Mental abilities such as a mind flayer's psionic blast deal psychic Danno.

**Radiant**. Radiant Danno, dealt by a Chierico's flame strike [[:Categoria:incantesimi|incantesimo]] or an angel's smiting Arma, sears the flesh like fire and overloads the spirit with power.

**Slashing**. Swords, axes, and mostri' claws deal slashing Danno.

**Thunder**. A concussive burst of sound, such as the effect of the thunderwave [[:Categoria:incantesimi|incantesimo]], deals thunder Danno.

Danno Resistenza and Vulnerabilità

Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of Danno.

If a Creatura or an object has Resistenza to a Danno type, Danno of that type is halved against it. If a Creatura or an object has Vulnerabilità to a Danno type, Danno of that type is doubled against it.

Resistenza and then Vulnerabilità are applied after all other modifiers to Danno. For example, a Creatura has Resistenza to bludgeoning Danno and is Colpito by an Attacco that deals 25 bludgeoning Danno. The Creatura is also within a magical aura that reduces all Danno by 5. The 25 Danno is first reduced by 5 and then halved, so the Creatura takes 10 Danno.

Multiple instances of Resistenza or Vulnerabilità that affect the same Danno type count as only one instance. For example, if a Creatura has Resistenza to fire Danno as well as Resistenza to all nonmagical Danno, the Danno of a nonmagical fire is reduced by half against the Creatura, not reduced by three-quarters.

Healing

Unless it results in death, Danno isn't permanent. Even death is reversible through powerful magic. Rest can restore a Creatura's Punti Ferita, and magical methods such as a Ferite Leggere [[:Categoria:incantesimi|incantesimo]] or a Pozione of healing can remove Danno in an instant.

When a Creatura receives healing of any kind, Punti Ferita regained are added to its current Punti Ferita. A Creatura's Punti Ferita can't exceed its Colpito point maximum, so any Punti Ferita regained in excess of this number are lost. For example, a Druido grants a ranger 8 Punti Ferita of healing. If the ranger has 14 current Punti Ferita and has a Colpito point maximum of 20, the ranger regains 6 Punti Ferita from the Druido, not 8.

A Creatura that has died can't regain Punti Ferita until magic such as the revivify [[:Categoria:incantesimi|incantesimo]] has restored it to life.

Dropping to 0 Punti Ferita

When you drop to 0 Punti Ferita, you either die outright or fall Incosciente, as explained in the following sections.

Instant Death

Massive Danno can kill you instantly. When Danno reduces you to 0 Punti Ferita and there is Danno remaining, you die if the remaining Danno equals or exceeds your Colpito point maximum.

For example, a Chierico with a maximum of 12 Punti Ferita currently has 6 Punti Ferita. If she takes 18 Danno from an Attacco, she is reduced to 0 Punti Ferita, but 12 Danno remains. Because the remaining Danno equals her Colpito point maximum, the Chierico dies.

Falling Incosciente

If Danno reduces you to 0 Punti Ferita and fails to kill you, you fall Incosciente (see appendix ##). This unconsciousness ends if you regain any Punti Ferita.

Death Tiri Salvezza

Whenever you start your turn with 0 Punti Ferita, you must make a special Tiro Salvezza, called a death Tiro Salvezza, to determine whether you creep closer to death or hang onto life. Unlike other Tiri Salvezza, this one isn't tied to any ability score. You are in the hands of fate now, aided only by incantesimi and Privilegi that improve your chances of succeeding on a Tiro Salvezza.

Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any Punti Ferita or become stable.

**Rolling 1 or 20**. When you make a death Tiro Salvezza and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 Colpito point.

**Danno at 0 Punti Ferita****. If you take any Danno while you have 0 Punti Ferita, you suffer a death Tiro Salvezza failure. If the Danno is from a Colpo Critico, you suffer two failures instead. If the Danno equals or exceeds your Colpito point maximum, you suffer instant death.

Stabilizing a Creatura

The best way to save a Creatura with 0 Punti Ferita is to heal it. If healing is unavailable, the Creatura can at least be stabilized so that it isn't killed by a failed death Tiro Salvezza.

You can use your Azione to administer first aid to an Incosciente Creatura and attempt to stabilize it, which requires a successful DC 10 Saggezza (Medicina) check.

A stable Creatura doesn't make death Tiri Salvezza, even though it has 0 Punti Ferita, but it does remain Incosciente. The Creatura stops being stable, and must start making death Tiri Salvezza again, if it takes any Danno. A stable Creatura that isn't healed regains 1 Colpito point after 1d4 hours.

mostri and Death

Most GMs have a [[:Categoria:mostri|mostro]] die the instant it drops to 0 Punti Ferita, rather than having it fall Incosciente and make death Tiri Salvezza.

Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall Incosciente and follow the same rules as player characters.

Knocking a Creatura Out

Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a Creatura to 0 Punti Ferita with a melee Attacco, the attacker can knock the Creatura out. The attacker can make this choice the instant the Danno is dealt. The Creatura falls Incosciente and is stable.

Temporary Punti Ferita

Some incantesimi and special abilities confer temporary Punti Ferita to a Creatura. Temporary Punti Ferita aren't actual Punti Ferita; they are a buffer against Danno, a pool of Punti Ferita that protect you from injury.

When you have temporary Punti Ferita and take Danno, the temporary Punti Ferita are lost first, and any leftover Danno carries over to your normal Punti Ferita. For example, if you have 5 temporary Punti Ferita and take 7 Danno, you lose the temporary Punti Ferita and then take 2 Danno.

Because temporary Punti Ferita are separate from your actual Punti Ferita, they can exceed your Colpito point maximum. A character can, therefore, be at full Punti Ferita and receive temporary Punti Ferita.

Healing can't restore temporary Punti Ferita, and they can't be added together. If you have temporary Punti Ferita and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a [[:Categoria:incantesimi|incantesimo]] grants you 12 temporary Punti Ferita when you already have 10, you can have 12 or 10, not 22.

If you have 0 Punti Ferita, receiving temporary Punti Ferita doesn't restore you to consciousness or stabilize you. They can still absorb Danno directed at you while you're in that state, but only true healing can save you.

Unless a Privilegio that grants you temporary Punti Ferita has a duration, they last until they're depleted or you finish a long rest.

Mounted Combat

A knight charging into battle on a warhorse, a Mago casting incantesimi from the back of a griffon, or a Chierico soaring through the sky on a pegasus all enjoy the benefits of Velocità and mobility that a Montura can provide.

A willing Creatura that is at least one size larger than you and that has an appropriate anatomy can serve as a Montura, using the following rules.

Mounting and Dismounting

Once during your move, you can Montura a Creatura that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Velocità. For example, if your Velocità is 30 feet, you must spend 15 feet of movement to Montura a horse. Therefore, you can't Montura it if you don't have 15 feet of movement left or if your Velocità is 0.

If an effect moves your Montura against its will while you're on it, you must succeed on a DC 10 Destrezza Tiro Salvezza or fall off the Montura, landing Prono in a space within 5 feet of it. If you're knocked Prono while mounted, you must make the same Tiro Salvezza.

If your Montura is knocked Prono, you can use your Reazione to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall Prono in a space within 5 feet it.

Controlling a Montura

While you're mounted, you have two options. You can either control the Montura or allow it to act independently. Intelligent creatures, such as dragons, act independently.

You can control a Montura only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The Iniziativa of a controlled Montura changes to match yours when you Montura it. It moves as you direct it, and it has only three Azione options: Dash, Disengage, and Dodge. A controlled Montura can move and act even on the turn that you Montura it.

An independent Montura retains its place in the Iniziativa order. Bearing a rider puts no restrictions on the actions the Montura can take, and it moves and acts as it wishes. It might flee from combat, rush to Attacco and devour a badly injured foe, or otherwise act against your wishes.

In either case, if the Montura provokes an opportunity Attacco while you're on it, the attacker can target you or the Montura.

Underwater Combat

When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.

When making a Arma da Mischia Attacco, a Creatura that doesn't have a swimming Velocità (either natural or granted by magic) has Svantaggio on the Tiro per Colpire unless the Arma is a dagger, javelin, shortsword, spear, or trident.

A Arma a Distanza Attacco automatically misses a target beyond the Arma's normal range. Even against a target within normal range, the Tiro per Colpire has Svantaggio unless the Arma is a crossbow, a net, or a Arma that is thrown like a javelin (including a spear, trident, or dart).

Creatures and objects that are fully immersed in water have Resistenza to fire Danno.

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.