I'm trying to create some interesting encounters that involve difficult terrain. I know a bunch of spells create some and there might be some natural terrain that is difficult, but I was curious if anyone else already listed this stuff out. So does anyone know what mechanics create difficult terrain?
I'm trying to create some interesting encounters that involve difficult terrain. I know a bunch of spells create some and there might be some natural terrain that is difficult, but I was curious if anyone else already listed this stuff out. So does anyone know what mechanics create difficult terrain?
Quite a lot, but if you're DMing, you can just make them up. One of the most famously dangerous examples is Spike Growth, but you could e.g. have a meteor fall from the sky and destroy a town - the rubble would be rough terrain. Any untamed wilderness is going to be rough terrain unless it's got a very good reason not to be. Etc etc.
Shallow water, mud, rubble, undergrowth, strong wind, stepping stones, deep snow, enhanced gravity, or children's toys could all be reasons for difficult terrain. Basically anything that seems to require a bit extra care or effort to get through is covered.
Lego: Covers a 20 foot by 20 foot region, which expands by 5 feet in all directions every day. A creature moving through this region must spend 6 feet of movement for every 1 foot traveled. Additionally, a creature who enters this region for the first time on their turn or starts their turn here must make a DC 20 dexterity check or take 4d4 piercing damage.
The small descriptive text of the term pretty much gives the basic idea you can work from.
Difficult Terrain
The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground--all considered difficult terrain.
You move at half speed in difficult terrain--moving 1 foot in difficult terrain costs 2 feet of speed--so you can cover only half the normal distance in a minute, an hour, or a day.
Anything that impede movement can be difficult terrain if DM wants. Rubbles, mud, tall grass, ice, water etc Even high windy area can turn up as difficult terrain.
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I'm trying to create some interesting encounters that involve difficult terrain. I know a bunch of spells create some and there might be some natural terrain that is difficult, but I was curious if anyone else already listed this stuff out. So does anyone know what mechanics create difficult terrain?
Quite a lot, but if you're DMing, you can just make them up. One of the most famously dangerous examples is Spike Growth, but you could e.g. have a meteor fall from the sky and destroy a town - the rubble would be rough terrain. Any untamed wilderness is going to be rough terrain unless it's got a very good reason not to be. Etc etc.
Shallow water, mud, rubble, undergrowth, strong wind, stepping stones, deep snow, enhanced gravity, or children's toys could all be reasons for difficult terrain. Basically anything that seems to require a bit extra care or effort to get through is covered.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Lego: Covers a 20 foot by 20 foot region, which expands by 5 feet in all directions every day. A creature moving through this region must spend 6 feet of movement for every 1 foot traveled. Additionally, a creature who enters this region for the first time on their turn or starts their turn here must make a DC 20 dexterity check or take 4d4 piercing damage.
The small descriptive text of the term pretty much gives the basic idea you can work from.
Anything that impede movement can be difficult terrain if DM wants. Rubbles, mud, tall grass, ice, water etc Even high windy area can turn up as difficult terrain.