Elements
In Gate Pass Gazette Issue #29 , we introduced Combat Arenas—a robust system for building and running rich and dynamic theater-of-themind combat encounters. In this issue, we will be supporting that system and your games with additional arena assets, as well as a more complicated example of a combat arena. While reading or using the following assets, it’s important to be familiar with the rules in “Enhance Your Battlefield: Combat Arenas”, as well as world actions found in World Bonuses, Penalties, and Cover in Chapter 8: Combat of Adventurer’s Guide.
Elements
In a combat arena, elements are aspects of the environment that affect the zone, such as light level, temperature, and weather.
Cramped
Element (environment)
Challenge 1/2
An area that’s cluttered, narrow, or otherwise restrictive for its size. The zone’s max occupants decreases by 1 if it’s Small, 2 if it’s Medium, or 3 if it’s Large.
Dense Smoke
Element (environment)
Challenge 1
Choking gas that burns the eyes and throat.
- The zone is lightly obscured.
- When a creature that need to breathe starts its turn in the smoke and is not holding its breath, it makes a DC 12 Constitution saving throw . On a failure, it is blinded and begins to suffocate . A creature can make this save again on subsequent rounds, continuing to suffocate on a failure.
- A creature with resistance to fire damage or with appropriate precautions, such as a face covering, gain an expertise die on this save. Creatures with immunity to fire damage automatically succeed.
Extreme Heat
Element (weather)
Challenge 1
A sweltering area at or above 100° Fahrenheit (38° Celsius).
- At the end of every hour a creature is exposed to this heat, it makes a DC 10 Constitution saving throw , suffering a level of fatigue on a failure.
- Creatures with resistance or immunity to fire damage, keeping a light pack (less than half carrying capacity), or are native to an extremely hot environment automatically succeed on the saving throw. Creatures wearing medium armor, heavy armor, or heavy clothing have disadvantage .
- Saving throws made against effects that deal fire damage in this zone suffer disadvantage.
Fog
Element (weather)
Challenge 1/4
Airborne vapor that makes it difficult to see. The zone is lightly obscured .
Variant: Thick Fog
Challenge 1/2
This fog is unusually dense. The zone is heavily obscured .
Heavy Rain
Element (weather)
Challenge 1/2
A torrential downpour.
- Perception checks made to see or hear are made with disadvantage .
- Small open flames are extinguished.
- Any effect which causes fire damage inflicts 1 less point of damage per die rolled.
Inferno
Element (environment)
Challenge 2
An out-of-control fire that engulfs the area.
- The zone is brightly lit and lightly obscured .
- When a creature first touches a burning object or surface on its turn or is forcefully moved into one, it takes 1d6 fire damage.
World Action (Recharge 5–6). A random creature makes a DC 12 Dexterity saving throw , taking 1d12 fire damage on a failure.
Spacious
Element (environment)
An area with ample open space for its size. The zones’ max occupants increases by 1 if it’s Small, 2 if it’s Medium, or 3 if it’s Large.