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## Additional Death
Saving Throws Whenever you are healed, after being reduced to 0 hit points, you automatically gain a failed death saving throw. The next time you are reduced to 0 hit points, you automatically fail a single death saving throw. This failed death saving throw carries with you until you can take a short rest and expend hit dice or finish a long rest. If you are reduced to 0 hit points again, you automatically gain two failed death saving throws. The next time you are reduced to 0 hit points, and you have taken a short rest to expend hit dice or finish a long rest, you automatically fail two death saving throws. If you are reduced to 0 hit points again, without a short rest and expending hit dice or finishing a long rest, you must immediately make the death saving throw when you are knocked unconscious. On a successful save, you continue to live and must continue to make death saving throws at the start of each of your turns until you gain three successful death saving throws. ## Initiative Initiative determines the orders of turns during combat. When combat starts, every character rolls a Wisdom (Perception) check to judge how aware they are of their opponents and the situation. The DM can decide, before initiative is rolled, that certain actions leading up to this encounter allow a creature to roll a different skill for their initiative. This could be that a rogue is attempting to escape their opponents notice and so they could roll a Dexterity (Stealth) check or that a creature is attempting to beguile someone with their charm, in which case they could roll one a Charisma (Deception, Performance, or Persuasion) check based on which one the DM thinks is most appropriate.
## Shield Block A creature that is proficient with shields can take a special reaction while they are wielding a shield. If they are successfully hit by an attack from a creature that they can see, they can use their reaction to impose their shield to block the attack. The shield reduces the amount of damage from the attack equal to its Damage Reduction, any remaining damage is then split equally between the shield’s hit points and the wielder. If this damage would reduce a shield’s hit points to 0, it is destroyed and the wielder would take any remaining damage leftover in addition to the normal damage they would take from the attack. If you have a broken shield, that isn’t destroyed, over the course of a short rest, you can restore a number of hit points to the shield equal to your two times your proficiency bonus. You must be proficient with shields and either Smith’s Tools for metal shields or Woodcarver’s Tools for wooden shields. A DM may decide you must be proficient in a different tool if you attempt to repair shields created from hide, scales, or are magical items.
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##### Sample Shields |Shield|Damage
Reduction|Hit Points|Cost|Properties| |:-|:-:|:-:|:-:|:-| |Wooden Shield|3|7 (2d6)|5 gp|-| |Iron Shield|5|10 (3d6)|Cost 10 gp|-| |Steel Shield|7|14 (4d6)|20 gp|-| |Darkwood
Wooden Shield|7|10 (3d6)|15 gp|-| |Young Red
Dragon Scale Shield|7|14 (4d6)|50 gp|Immune to fire damage| |Ancient Blue
Dragon Scale Shield|10|21 (6d6)|100 gp|Immune to lightning damage| |Sentinel Shield|7|10 (3d6)|-|The shield has resistance to nonmagical bludgeoning,
piercing, and slashing damage. If the shield is reduced
to 0 hit points, roll a d20. On a 1, it is destroyed,
otherwise it is simply broken and must be repaired
before you can gain the benefits of wielding it as a shield.