Terrain
Terrain refers to the entrances, exits, and boundaries of a zone, including walls, floors, bottomless pits, and windows.
Door
Wall terrain (entrance)
Hit Points 10
A hinged entrance between two adjacent zones.
- Can be either open or closed. While open, provides line of sight between the two zones. The opposite is true while closed.
- As an action, creatures can brace themselves or a suitable object against the door. A creature that braces itself also takes position at the door. Removing a braced object takes an action.
- Creatures can force the barricaded door open by making a Strength check (DC 8 + 2 per creature or object braced against it). If the door is barred, the check is made with disadvantage
- If barged through or destroyed, One creature in the other zone makes a Strength saving throw or takes 1d6 bludgeoning damage and is knocked 10 feet away. Alternatively, all creatures braced against the door make the save.
Ledge
Floor terrain (constructed, natural)
Challenge 1 per 30 feet (maximum 4)
A lack of a wall, followed by a lack of a floor. A creature forcefully moved over the ledge can use its reaction to make a Strength or Dexterity saving throw to grab onto it. 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 ledge.
Mosaic Tiles
Floor or wall terrain (constructed)
Hit Points 10
Beautiful tiles that turn deadly when shattered. When the tiles’ hit points are reduced to zero, they shatter. A creature forcefully moved into the shattered tiles takes 1d4 slashing damage. As an action or as part of the Attack action, a creature can pull a shard from the shattered tiles. The shard can be used as an improvised weapon or as sling ammunition, dealing 1d4 slashing damage on a hit.
Rocky Slope
Wall terrain (natural)
An incline with many loose handholds. A creature climbing up or down the slope gains an expertise die to ability checks made to do so. On a failure, it falls to the bottom of the slope and takes an additional 1d6 bludgeoning damage from falling rocks.
Short Wall
Wall terrain (constructed)
A waist high barrier.
- Creatures that take position at the wall gain half cover .
- Moving over the wall does not require additional movement.
- A creature shoved into the wall has disadvantage on its saving throw . On a failure, the creature is also moved into the next zone (if applicable).
Tall Grass
Floor terrain (natural)
Overgrown ground cover that’s easy to hide in. Small or smaller creatures are lightly obscured, as are prone creatures. If a creature is wearing appropriate camouflage, it is instead heavily obscured.
Tall Fence
Wall terrain (constructed)
A wooden or wire barrier that prevents easy passage.
- Does not obstruct line of sight.
- Creatures can climb over the fence by spending half their movement to make a DC 10 Athletics check.
Weak Ceiling
Ceiling terrain (constructed)
Hit Points 10 hp
A ceiling that has recently taken damage or been poorly repaired. A DC 12 Engineering or Perception check identifies this structural instability.