Terrain is impactful on your movement and ability to interact with the world. Two ways to that terrain can make this impact is in dealing with
elevated terrain and
difficult terrain.
Elevated Terrain
Elevation in terrain can grant considerable advantages to those on the right side of the elevation.
In melee combat, any creature attempting a
Shove attack on an opponent located higher on an incline has
Disadvantage on that
Contest. Creatures located higher on an incline receive
Advantage on shove attacks against opponents located in a lower position.
In
ranged combat, any
creature attempting a ranged attack from a vantage point elevated at least 10 feet over his or her
target receives
Advantage on the attack and has their range increased by 10 feet. Creatures attempting a ranged attack on an opponent elevated at least 10 feet over him- or herself have
Disadvantage and has their range decreased by 10 feet.
Difficult Terrain
Some terrain is
difficult or painful to traverse. it can hinder both you and other
creatures attempting to move inside its bounds. This is true during
Travel (see below), but also during
exploration combat.
Difficult Terrain in Combat
Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases--the setting of a typical fight contains difficult terrain.
Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.
Dangerous Terrain
Some terrain goes beyond merely difficult and should be considered
dangerous. Perhaps its surface is slippery, such as icy bricks or terrain affected by the
Grease spell. Perhaps it is a thin ledge, such as a narrow beam or a castle battlement. It might be a steep incline, such as a palace roof. Regardless, it poses threats to
creatures attempting a traversal -- usually the threat of
falling.
If the terrain is solid, but slippery, the threat of
falling might simply result in going
Prone. If you fall from a height, however, you could take significant
bludgeoning damage.
All dangerous terrain is considered
difficult, and moving through 1 foot costs 2 feet of movement. However, it also contains additional dangers. While
adventuring, the GM might require you make a
Dexterity check to successfully pass through the area. If you fail, you
fall.
Dangerous Terrain in Combat
While standing on
dangerous terrain in
combat, you have
Disadvantage on all
attacks.
Additionally, when you pass through the area, you must make a
DC 10
Dexterity saving throw or
fall. If the dangerous terrain is created by a spell, such as the
Grease spell, the DC of the saving throw is the caster's
spell save DC, instead.
Damaging Terrain
Beyond being difficult to traverse, some terrain is inherently damaging by its very nature. Moving through a thorn bush, or a puddle of acid or lava, will do damage of the appropriate type at the discretion of the GM based on terrain's nature.
Terrain and Travel
Certain types of terrain are easier or more difficult to traverse during
travel. See the Land Use chart below for travel
speed on different types of terrain.
Land Use
Land Type | Slow Speed (mph) | Normal Speed | Fast Speed | Navigation DC | Use | Weekly Revenue | Development Options | Development Cost / sq mile | Development Time / unit | Development Result | Developed Additional Weekly Revenue |
---|
Forest | 1 | 2 | 3 | 10 | Hunting / Logging | 5 gp | Clearing | 200 gp | 2 weeks | Plains | - |
Plains | 2 | 3 | 4 | 5 | Foraging | 3 gp | Irrigation | 600 gp | 4 weeks | Farmland | +20 gp |
Hills / Mountains | 0.5 | 1 | 2 | 15 | Quarrying | 2 gp | Mine Construction | 4000 gp | 8 weeks | Mine | +50 gp |
Jungle | 0.5 | 1 | 2 | 15 | Foraging | 4 gp | Clearing | 400 gp | 4 weeks | Plains | - |
Swamp / Marsh | 1 | 2 | 3 | 10 | Foraging | 2 gp | Draining | 800 gp | 6 weeks | Plains | - |
Desert | 2 | 3 | 4 | 20 | Foraging | 1 gp | Irrigation | 1200 gp | 6 weeks | Farmland | +20 gp |
Settlement | 1 | 1 | 1 | 10 | Taxation | 100 gp | - | - | - | - | - |
+ River | See vehicle stats | See vehicle stats | See vehicle stats | -10 | Trade | +10 gp | Mill Construction | 2500 gp | 4 weeks | Mill | +40 gp |
+ Road | +1 | +1 | +1 | -10 | Trade | +5 gp | - | - | - | - | - |
+ Caves | - | -1 | -1 | +10 | Mining | +5 gp | Mine Construction | 3000 gp | 6 weeks | Mine | +50 gp |
+ Coastal | - | - | - | -5 | Fishing | +2 gp | - | - | - | - | - |
+ Arctic | - | - | -1 | +5 | Foraging | -1 gp | *Irrigation, Mill Construction Impossible* | +200 gp | +1 week | - | - |
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