5e:Hazard: Difference between revisions

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===Strong Wind===
===Strong Wind===
<ref name="dmg5.109110" /> Strong with can cause a number of effects:
<ref name="dmg5.109110" /> Strong with can cause a number of effects:
* {{SRD5|Disadvantage}} on {{SRD5|Ranged Weapon Attack}}s
* Higher difficulty on {{SRD5|Ranged Weapon Attack}}s
* Disadvantage on {{SRD5|Perception}} checks that rely on hearing.
* More difficult {{SRD5|Perception}} checks that rely on hearing.
* May extinguish small fires and disperse fog or other {{srd5lc|Cloud}}s
* May extinguish small fires and disperse fog or other {{srd5lc|Cloud}}s
* Make it difficult to {{srd5lc|Fly}}
* Make it difficult to {{srd5lc|Fly}}
* If it picks up sand, dust, or debris cause disadvantage on Perception checks that rely on sight.
* If it picks up sand, dust, or debris cause difficulty on Perception checks that rely on sight.
{{wip}}
 
===Heavy Precipitation===
===Heavy Precipitation===
<ref name="dmg5.109110" />
<ref name="dmg5.109110" /> Heavy rain or snow creates areas that are {{srd5lc|Lightly Obscured}}. Heavy rain also extinguishes small fires and can cause Perception checks that rely on hearing to be more difficult.
Everything within an area of heavy rain or heavy
snowfall is lightly obscured, and creatures in the area
have disadvantage on Wisdom (Perception) checks that
rely on sight. Heavy rain also extinguishes open flames
and imposes disadvantage on Wisdom (Perception)
checks that rely on hearing.


==High Altitude==
==High Altitude==
<ref name="dmg5.109110" />
<ref name="dmg5.110">{{pub|DMG5}} p.110</ref> Above 10,000 feet, travel is more taxing (2:1 for determining how long one can travel).
Traveling at altitudes of 10,000 feet or higher above
sea level is taxing for a creature that needs to breathe,
because of the reduced amount of oxygen in the
air. Each hour such a creature spends traveling at
high altitude counts as 2 hours for the purpose of
determining how long that creature can travel.


Breathing creatures can become acclimated to a high
Creatures can become acclimated to this after a month at this elevation, but not to heights of 20,000 or more. Although creatures native to such climes are acclimated.
altitude by spending 30 days or more at this elevation.
Breathing creatures can't become acclimated to
elevations above 20,000 feet unless they are native to
such environments.{{refend|<ref name="dmg5.110">{{pub|DMG5}} p.110</ref>}}


==Wilderness Hazards==
==Wilderness Hazards==
<ref name="dmg5.110111">{{pub|DMG5e}} p.110-111</ref> This section describes a few examples of hazards that
<ref name="dmg5.110111">{{pub|DMG5e}} p.110-111</ref> Wilderness hazzards also present dangers. Some are easy to spot (ex. slippery ice or razorvine), not requiring a check to spot. Others may require a {{SRD5|Nature}} check to spot (see {{pub|DMG5e}} chapter 8 for determining DCs).
adventurers might encounter in the wilderness.
 
Some hazards, such as slippery ice and razorvine,
require no ability check to spot. Others, such as
defiled ground, are undetectable by normal senses.
The other hazards presented here can be identified
with a successful Intelligence (Nature) check. Use the
guidelines in chapter 8 to set an appropriate DC for any
check made to spot or recognize a hazard.


===Desecrated Ground===
===Desecrated Ground===
<ref name="dmg5.110111" />
<ref name="dmg5.110111" /> Some areas are infused with evil or malevolence. In addition to the Nature check mentioned above, {{5espell|Detect Evil and Good}} will certainly detect it. {{SRD5|Undead}} on desecrated ground have {{srd5lc|Advantage}} on {{srd5lc|Saving Throw}}s. {{SRD5|Holy Water}} can remove the desecration from a 10-radius area. The {{5espell|Hallow}} spell can also remove desecration.
Some cemeteries and catacombs are imbued with the
unseen traces of ancient evil. An area of desecrated
ground can be any size, and a detect evil and good spell
cast within range reveals its presence.
 
Undead standing on desecrated ground have advantage on all saving throws.
 
A vial of holy water purifies a 10-foot-square area of
desecrated ground when sprinkled on it, and a hallow
spell purifies desecrated ground within its area.


===Frigid Water===
===Frigid Water===
<ref name="dmg5.110111" />
<ref name="dmg5.110111" /> A creature can be immersed in frigid water for a time without harm dependent on its Constitution. After that time, it gains exhaustion (Constitution save to avoid). Creatures with {{srd5lc|Resistance}} to cold damage and creatures adapted to it automatically suscceed.  
A creature can be immersed in frigid water for a
number of minutes equal to its Constitution score before
suffering any ill effects. Each additional minute spent
in frigid water requires the creature to succeed on a
DC 10 Constitution saving throw or gain one level of
exhaustion. Creatures with resistance or immunity to
cold damage automatically succeed on the saving throw.
as do creatures that are naturally adapted to living in
ice-cold water.


===Quicksand===
===Quicksand===
<ref name="dmg5.110111" />
<ref name="dmg5.110111" /> Quicksand is a mixture of sand and water that pulls heavy creatures and objects to its bottom. Typical patches of quicksand enclose a 10-foot-{{srd5lc|Cube|cubic}} volume. Creatures (or heavy objects) that enter quicksand immediately sink 2-5 feet into the quicksand. If not completely submerged, can make a {{SRD5|Strength}} check to escape, as can another creature to pull a partially- or fully-submerged creature out. Otherwise a creature will continue to sink each turn. A creature completely submerged cannot breathe (see {{SRD5|Suffocation}}).
A quicksand pit covers the ground in roughly a 10-footsquare area and is usually 10 feet deep. When a creature
enters the area, it sinks ld4 + 1 feet into the quicksand
and becomes restrained. At the start of each of the
creature's turns, it sinks another 1d4 feet. As long as
the creature isn't completely submerged in quicksand,
it can escape by using its action and succeeding on a
Strength check. The DCis 10 plus the number of feet
the creature has sunk into the quicksand. A creature
that is completely submerged in quicksand can't breathe
(see the suffocation rules in the Player's Handbook).
 
A creature can pull another creature within its reach
out of a quicksand pit by using its action and succeeding
on a Strength check. The DC is 5 plus the number of
feet the target creature has sunk into the quicksand.


===Razorvine===
===Razorvine===
<ref name="dmg5.110111" />
<ref name="dmg5.110111" /> Razorvine is an inanimate plant that clings and climbs surfaces (much like ivy). A creature in contact with razorvine must succeed on a Dexterity save or take {{srd5lc|Slashing}} damage from its blade-like thorns.
Razorvine is a plant that grows in wild tangles and
hedges. It also clings to the sides of buildings and
other surfaces as ivy does. A 10-foot-high, 10-foot-wide,
5-foot-thick wall or hedge of razorvine has AC 11, 25
hit points, and immunity to bludgeoning, piercing, and
psychic damage.
 
When a creature comes into direct contact with
razorvine for the first time on a turn, the creature
must succeed on a DC 10 Dexterity saving throw or
take 5 (1d10) slashing damage from the razorvine's
bladelike thorns.


===Slippery Ice===
===Slippery Ice===
<ref name="dmg5.110111" />
<ref name="dmg5.110111" /> Slippery ice is {{srd5lc|Difficult Terrain}}. Creatures on slippery ice must succeed on an Acrobatics check or fall {{srd5lc|Prone}}.
Slippery ice is difficult terrain. When a creature moves
onto slippery ice for the first time on a turn, it must
succeed on a DC 10 Dexterity (Acrobatics) check or
fall prone.


===Thin Ice===
===Thin Ice===
<ref name="dmg5.110111" />
<ref name="dmg5.110111" /> Thin ice has a weight limit. If a creatures weight (including what they carry) exceeds this they fall through.
Thin ice has a weight tolerance of 3d10 x 10 pounds per
10-foot-square area. Whenever the total weight on an
area of thin ice exceeds its tolerance, the ice in that area
breaks. All creatures on broken ice fall through.





Latest revision as of 07:49, 18 July 2024

D&D 5e (2014) Varied ʰ 
SRD5, DMG5e


[1] Hazards are mentioned in the SRD-OGL v5.1, but not defined. See:

End of the SRD5 material

Hazards are dangers that are from the environment or non-sentient creatures.[2] The Dungeon Master's Guide (5e) lists the following hazards as examples:

Dungeon Hazards

[3] Hazards are described as environmental damages.

Detecting Hazards

[3] Unless hidden, no ability check is needed to detect a hazard. Hazards that are hidden (naturally blend with the environment or appear to be something harmless) can be detected and identified with a Nature check. (see DMG5e for appropriate DC guidelines)

Hazard Severity

[3] When a GM determines how deadly a hazard should be included in an adventure, compare damage dealt by the hazard or how hard it is to overcome the resulting condition. (see DMG5e chapter 8)

List of Hazards

Brown Mold

[3] Brown mold is an inanimate ooze-like plant (fungus) that absorbs heat from its surroundings. It typically covers a 10-foot diameter patch. A creature within 5 feet of it takes cold damage (Constitution save to reduce damage). The mold is immune to fire damage, and even spreads if subjected to it. Ironically, it can be destroyed by magical cold damage.

Green Slime

[3] Green slime is another inanimate ooze-like fungus (plant). It is bright green and moist. It is often found on walls or ceilings. Patches of green slime are usually about 5 feet in diameter. It does not have sight, but can detect creatures below it, and voluntarily fall on them (Dexterity save to avoid).

Contact with the slime causes acid damage to flesh and other organic material, as well as to metal. The slime continues to damage creatures and objects until it is scraped off or destroyed.

Green slime can be destroyed by sunlight; cold, fire, or radiant damage; or by magic that cures disease.

Rapture Weed

[4] Rapture weed is a plant that grows deep underwater, on shelves of trenches. Touching rapture weed causes the poisoned condition for a quarter of a day. Those poisoned often experience hallucinations and euphoria.

If consumed, it has a chance of causing the incapacitated condition (experiencing terrifying hallucinations) while poisoned. After recovering from being incapacitated, the ingesting creature must succeed on a Wisdom save or be afflicted with long-term madness.

Webs

[3] Webs are long, sticky treads woven by creatures (such as a giant spider), usually encountered (as a hazard) covering an area of ground or blocking a passage. Creatures that attempts to go through a webbed area must attempt a Dexterity save or become restrained. A restrained creature may attempt to free itself by succeeding on an Athletics or Acrobatics check.

A 10-foot cube of webs have the following characteristics: AC 10; 15 HP; vulnerability to fire damage; immunity to bludgeoning, piercing, and psychic damage.

Yellow Mold

[3] Yellow mold is another inanimate ooze-like fungus (plant). Typical patches have a 5-foot diameter. When touched it projects a cloud of spores in a 10-foot cube. Creatures that contact the cloud of spores take poison damage and become poisoned (Constitution save to avoid). If poisoned, a creature continues to take poison damage until it succeeds. Sunlight or fire damage will destroy a patch of yellow mold.

Weather

[5] Weather can also be a hazard.

Weather [5] 
d20 Temperature
1-14 Normal for the season
15-17 1d4 x 10 degrees Fahrenheit colder than normal
18- 20 1d4 x 10 degrees Fahrenheit hotter than normal
d20 Wind
1-12 None
13-17 Light
18-20 Strong
d20 Precipitation
1-12 None
13-17 Light rain or light snowfall
18-20 Heavy rain or heavy snowfall

Extreme Cold

[5] Cold below 0 degrees Fahrenheit for a period of time requires a Constitution save to avoid gaining a level of exhaustion. Wearing cold weather gear can negate the need for a save, and creatures with immunity to cold or adapted to cold climates automatically save.

Extreme Heat

[5] Heat above 100 degrees Fahrenheit for a period of time, without water to drink, requires a Constitution save to avoid gaining a level of exhaustion. The save get harder to succeed with continued exposure, armor (medium or heavy), or heavy clothing. Creatures immune to fire damage or adapted to hot climes automatically succeed the saves.

Strong Wind

[5] Strong with can cause a number of effects:

  • Higher difficulty on Ranged Weapon Attacks
  • More difficult Perception checks that rely on hearing.
  • May extinguish small fires and disperse fog or other clouds
  • Make it difficult to fly
  • If it picks up sand, dust, or debris cause difficulty on Perception checks that rely on sight.

Heavy Precipitation

[5] Heavy rain or snow creates areas that are lightly obscured. Heavy rain also extinguishes small fires and can cause Perception checks that rely on hearing to be more difficult.

High Altitude

[6] Above 10,000 feet, travel is more taxing (2:1 for determining how long one can travel).

Creatures can become acclimated to this after a month at this elevation, but not to heights of 20,000 or more. Although creatures native to such climes are acclimated.

Wilderness Hazards

[7] Wilderness hazzards also present dangers. Some are easy to spot (ex. slippery ice or razorvine), not requiring a check to spot. Others may require a Nature check to spot (see DMG5e chapter 8 for determining DCs).

Desecrated Ground

[7] Some areas are infused with evil or malevolence. In addition to the Nature check mentioned above, detect evil and good will certainly detect it. Undead on desecrated ground have advantage on saving throws. Holy Water can remove the desecration from a 10-radius area. The hallow spell can also remove desecration.

Frigid Water

[7] A creature can be immersed in frigid water for a time without harm dependent on its Constitution. After that time, it gains exhaustion (Constitution save to avoid). Creatures with resistance to cold damage and creatures adapted to it automatically suscceed.

Quicksand

[7] Quicksand is a mixture of sand and water that pulls heavy creatures and objects to its bottom. Typical patches of quicksand enclose a 10-foot-cubic volume. Creatures (or heavy objects) that enter quicksand immediately sink 2-5 feet into the quicksand. If not completely submerged, can make a Strength check to escape, as can another creature to pull a partially- or fully-submerged creature out. Otherwise a creature will continue to sink each turn. A creature completely submerged cannot breathe (see Suffocation).

Razorvine

[7] Razorvine is an inanimate plant that clings and climbs surfaces (much like ivy). A creature in contact with razorvine must succeed on a Dexterity save or take slashing damage from its blade-like thorns.

Slippery Ice

[7] Slippery ice is difficult terrain. Creatures on slippery ice must succeed on an Acrobatics check or fall prone.

Thin Ice

[7] Thin ice has a weight limit. If a creatures weight (including what they carry) exceeds this they fall through.


Sources and Notes

  1. SRD5:
  2. User description
  3. Wizards RPG Team. Dungeon Master's Guide (5e) (5e 2014) (December 2014). Wizards of the Coast. p. 105. Licensed: © Wizards of the Coast (used under 'fair use' clause) (summarized). 3.0 3.1 3.2 3.3 3.4 3.5 3.6
  4. Mike Mearis. Ghosts of Saltmarsh (5e 2014) (2019). Wizards of the Coast. p. 126. (The Final Enemy (5e)) Licensed: © Wizards of the Coast (used under 'fair use' clause) (summarized).
  5. DMG5 p.109-110 5.0 5.1 5.2 5.3 5.4 5.5
  6. DMG5 p.110
  7. DMG5e p.110-111 7.0 7.1 7.2 7.3 7.4 7.5 7.6

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