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Props

The most interactive part of a combat arena, props are items that creatures can utilize to varying effect.


Barrel

Medium prop (storage)

Hit Points 5

A rotund container where almost anything could be stored.

  • One Medium or smaller creature can take position inside the barrel if it is empty. If the barrel is full, a creature can spend an action to remove some of its contents and take position.
  • Creatures that take position in the barrel are heavily obscured and have three-quarters cover , and are restrained if the barrel has other contents.
  • As an action, a creature can make an improvised thrown weapon attack with the barrel, targeting a creature within 30 feet.

On a hit, the target takes 1d6 bludgeoning damage, an additional 1d6 if the barrel had contents, and an additional 2d6 if the target was downhill (maximum of 4d6).

Variant: Alcohol

A barrel filled with strong spirits.

  • If the barrel is destroyed or a creature uses its action to dump the contents, the alcohol covers a 10-foot square in the zone.
  • The contents can be ignited with an open flame. Once lit, it burns for 1 minute. A creature that enters or ends its turn in the burning alcohol take 1d6 ongoing fire damage for up to three rounds or until it uses an action to douse the flames.

Variant: Apple

A barrel filled with apples or other hand fruits. If the barrel is destroyed or a creature uses its action to dump the contents, the apples cover a 10-foot square in the zone. A creature that moves through this area makes a DC 12 Dexterity saving throw , falling prone on a failure.


Bucket

Small prop (storage)

An open container for carrying liquids.

As an action, a creature can attempt to shove the bucket on a Large or smaller creature’s head. The target must make a Dexterity saving throw or be blinded . A creature can remove the bucket by spending an action to make a DC 10 Strength check.


Campfire

Medium prop (equipment)

A small roaring fire. If lit, sheds dim light in the zone. A creature that enter or ends its turn in a lit campfire takes 1d6 ongoing fire damage for up to three rounds or until it uses an action to douse the flames.


Chandelier

Medium prop (fixture)

Hit Points 5

A hanging ornate knot of gilded branches and candles.

  • Sheds bright light in the zone when lit.
  • One creature with a free hand or other means to hang on the chandelier can take position on it. While in position, the creature cannot be targeted by melee attacks with a reach of 5 feet or less.
  • If destroyed, the chandelier falls onto one creature in the zone. The target makes a DC 12 Dexterity saving throw or takes 2d6 bludgeoning damage and is knocked prone . Any creature hanging from the chandelier also makes the save.

Hay Mound

Large prop (resource)

A large pile of straw. A creature that falls into this zone can use its reaction to land in the hay, receiving 1 less point of damage from the fall per die rolled. If the fall was 30 feet or less, it instead takes no damage.


Rug

Large prop (furniture)

A fabric or animal skin floor covering. Once per encounter a creature can, as an action, pull the rug. Up to two Large or smaller creatures make a Dexterity saving throw or be knocked prone . The pulled rug can also be used as an improvised net. The rug will rip beyond use if either of these actions is attempted again.


Tent

Medium, large, or huge prop (equipment)

Hit Points 5 (immunity: bludgeoning)

A portable shelter from the elements made from cloth, rope, and poles.

  • One creature can take position inside if the tent is Medium, two creatures if it’s Large, or six if it’s Huge.
  • Creatures that take position inside the tent are heavily obscured from those outside it.
  • If destroyed, creatures inside the tent are restrained . A creature can free itself or another creature within reach by spending an action to make a DC 10 Strength saving throw .

Well

Medium prop (fixture)

Hit Points 5

Challenge 1 per 30 feet (maximum 4)

An open shaft leading to a reservoir of water.

  • A creature forcefully moved into the well can use its reaction to make a Strength or Dexterity saving throw to grab onto the edge. The creature must have at least one hand free to do so, but can drop an item it’s holding as part of this reaction. On a failure, it falls to the bottom of the well and can’t reduce the damage by diving.
  • A creature at the bottom of the well can’t make or be targeted by melee attacks involving creatures outside the well. Thrown weapon attacks targeting it from outside the well have advantage .
  • A creature at the bottom of the well must make a DC 12 Athletics check to tread water each round. On a failure, it must hold its breath or begin suffocating and suffers a level of fatigue . To surface, it must repeat the check. Each time the creature fails to surface, the DC for the next check increases by 1. The DC resets when the creature surfaces. Creatures wearing medium or heavy armor or do not have both hands free make these checks at disadvantage .
  • A creature at the bottom of the well can climb out of it by spending an action and its movement to make a DC 12 Acrobatics or Athletics check. It gains an expertise die to this check if a rope is lowered.