Xanathars Guide To Everything ( PDFDrive )

(coco) #1

Going without a Long Rest


A long rest is never mandatory, but going without sleep does have its consequences. If you want
to account for the effects of sleep deprivation on characters and creatures, use these rules.


Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10
Constitution saving throw or suffer one level of exhaustion.


It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 24
hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC
resets to 10 when you finish a long rest.


Adamantine Weapons


Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In
addition to being used to craft adamantine armor, the metal is also used for weapons.


Melee weapons and ammunition made of or coated with adamantine are unusually effective
when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an
object, the hit is a critical hit.


The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more
than the normal version, whether the weapon or ammunition is made of the metal or coated with
it.


Tying Knots


The rules are purposely open-ended concerning mundane tasks like tying knots, but sometimes
knowing how well a knot was fashioned is important in a dramatic scene when someone is trying
to untie a knot or slip out of one. Here’s an optional rule for determining the effectiveness of a
knot.


The creature who ties the knot makes an Intelligence (Sleight of Hand) check when doing so.
The total of the check becomes the DC for an attempt to untie the knot with an Intelligence
(Sleight of Hand) check or to slip out of it with a Dexterity (Acrobatics) check.


This rule intentionally links Sleight of Hand with Intelligence, rather than Dexterity. This is an
example of how to apply the rule in the “Variant: Skills with Different Abilities” section in
chapter 7 of the Player’s Handbook.

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