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## Resting All adventurers need a rest eventually, even if it is just to catch one's breath. During these moments of respite, one can treat their wounds, prepare for the upcoming adventure, and gain a break from the ceaseless turmoil of a busy day. --- The following rules define the types of rests that can be taken, their benefits, drawbacks, and how to get the most out of one's personal repose. Furthermore, this section discusses alternative rules for resting, the benefits of sleeping in a safe haven, and the impact of one's lifestyle on their dozing options. ### Standard Rests In a standard game, three types of Rest are available to players: Short Rests, Long Rests, and Extended Rests. The Effect of each Rest depends on its type and the Rest's Quality (as determined at the end of your Rest). --- To start a Rest, you must have at least 1 Hit Point. #### Short Rest A Short Rest is a Phase during which a Creature does nothing more strenuous than reading, talking, eating, or standing watch. Whenever you finish a Phase, you can take a Short Rest. You can take a number of Short Rests equal to your Proficiency Bonus before you must finish a Long Rest to do so again. --- _**Activities during the Rest.**_ While you are taking a Short Rest, you can take a Phase Activity of your choice. \columnbreak
> ##### Optional Rule: Rest Dependency >*In more Gritty Campaigns, a GM may opt to use the following optional rule to limit the number of Rests that can be taken by the resources players have acquired:* > >You cannot start a Rest unless your wounds are bound. As a Utilize Tool Action using a Healer's Kit, you can expend 1 Use to bind the wounds of a willing Target within 1 Pace of you. > > --- > >Alternatively, the GM may choose to replace the first sentence with any number of the following requirements: > > - **Bloodied.** You cannot start a Rest while you have the Bloodied Condition, representing open wounds and other injuries. Your wounds must be bound before you can start a Rest. > - **Drained.** You cannot start a Rest unless you have at least 1 Hit Die, representing open wounds and other injuries. Your wounds must be bound before you can start a Rest. > - **Suffering.** You cannot start a Rest while you have any Conditions, representing current afflictions and other injuries. Your wounds must be bound before you can start a Rest.
_**Effects during the Rest.**_ While you are taking a Short Rest, you gain the Dormant Condition. --- **_Benefits of the Rest._** When you finish the Rest, you gain the following benefits:
Spent Stamina.
You can expend one or more of your Stamina Dice to regain Hit Points. For each Stamina Die you expend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll.
Special Features.
Some Abilities, Traits, or Features are recharged by a Short Rest. If you have such an Effect, it recharges in the way specified in its description.
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#### Long Rest A Long Rest is a Short Downtime available to any Creature. During a Long Rest, you Sleep for at least 1 Brief Downtime and undertake no more than 1 Phase Activity, which can be no more strenuous than reading, talking, eating, or standing watch. Whenever you finish a Short Downtime, you can take a Long Rest. After you finish a Long Rest, you must wait at least 16 Hours before starting another one. --- _**Activities during the Rest.**_ While you are taking a Long Rest, you can take a Long Phase Activity of your choice. --- _**Effects during the Rest.**_ While you are taking a Long Rest, you gain the Resting Condition. --- **_Benefits of the Rest._** When you finish the Rest, you gain the following benefits:
Recovery.
You regain all lost Hit Points. Additionally, if you expended any Stamina Dice, you regain a number of Stamina Dice equal to half your Maximum (minimum of 1).
Reductions Restored.
If your Hit Point Maximum, Stamina Dice Maximum, or any of your Ability Scores are reduced, they return to normal.
Exhaustion Reduced.
If you have the Exhausted Condition, your Exhaustion Level is decreased by 1.
Stress Reduced.
If you have the Stressed Condition, your Stress Level is decreased by 1.
Special Features.
Some Abilities, Traits, or Features are recharged by a Long Rest. If you have such an Effect, it recharges in the way specified in its description.
Short Rest.
You gain the benefits of finishing a Short Rest.
> ##### Optional Rule: Limited Long Rests > *In more Gritty Campaigns, a GM may opt to use the following optional rule to limit the number of Rests that can be taken before players must return to the civilized world:* > > You can take a number of Long Rests equal to twice your Proficiency Bonus before you must finish an Extended Rest to do so again. \columnbreak #### Extended Rest An Extended Rest is a Long Downtime available to any Creature. During an Extended Rest, you live without interruption for a Long Downtime, undertaking no activities more strenuous than those a commoner would take throughout their everyday. Whenever you finish a Long Downtime, you can take an Extended Rest. After you finish an Extended Rest, you must wait at least 16 Hours before starting another one. --- _**Activities during the Rest.**_ While you are taking an Extended Rest, you can take a Long Downtime of your choice. --- _**Effects during the Rest.**_ While you are taking an Extended Rest, you enter Downtime-Based Time. --- **_Benefits of the Rest._** When you finish the Rest, you gain the following benefits:
Recovery.
You regain all lost Hit Points and Stamina Dice.
Temporary Health.
You gain a number of Temporary Hit Points equal to your Level + the Maximum Value of your Stamina Dice. These Temporary Hit Points last until you finish your next Long Rest.
Temporary Stamina.
You gain a number of Temporary Stamina Dice equal to your Constitution Modifier (minimum of 1). These Temporary Stamina Dice last until you finish your next Long Rest.
Exhaustion Reduced.
If you have the Exhausted Condition, the Condition instantaneously ends on you.
Stress Reduced.
If you have the Exhausted Condition, the Condition instantaneously ends on you.
Long Rest.
You gain the benefits of finishing a Long Rest.
> ##### Optional Rule: Varied Resting > *In more Gritty Campaigns, a GM may opt to use the following optional rule to introduce an element of randomness in the reduction of the Exhausted and Stressed Conditions:* > > If you have the Exhausted or Stressed Condition, your Exhaustion and Stress Level (if any) are decreased by 1d8. \pagebreakNum
### Optional Rests Each of the following Rests is an optional rule that can be included in the game at the GM's discretion. For games in which quick lethal combat is common, the Optional Rule: Field Rest allows the table to rally their strengths swiftly, at the cost of their mind's fortitude. For games where long stretches of downtime are common, the Optional Rule: Abode Rest allows the table to regain their strength before a grand adventure by living their regular life for an extended time. --- Taking an Optional Rest follows the same rules as taking a Standard Rest, but are ineligible for Effects caused when a Creature finishes Resting. --- #### Field Rest A Field Rest is a Step during which a Creature rallies themselves for imminent danger and gathers their strength, undertaking only non-strenuous activity. Whenever you finish a Step, you can take a Field Rest. You can take a number of Field Rests equal to your twice your Proficiency Bonus before you must finish Resting to do so again. --- _**Activities during the Rest.**_ While you are taking a Field Rest, you cannot Act. --- _**Effects during the Rest.**_ While you are taking a Field Rest, you gain the Dormant Condition. --- **_Benefits of the Rest._** When you finish the Rest, you gain the following benefits:
Spent Stamina.
You can expend 1 of your Stamina Dice to regain Hit Points. You regain a number of Hit Points equal to your Constitution Modifier (minimum of 1) multiplied by your Level.
Stress Levels.
You gain 1 Level of Stress.
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#### Abode Rest An Abode Rest is a Dwelling available to any Creature. During an Abode Rest, you live without interruption for a Dwelling, undertaking no activities more strenuous than those a commoner would take throughout their everyday. Whenever you finish a Dwelling, you can take an Abode Rest. After you finish an Abode Rest, you must wait at least 16 Hours before starting another one. --- _**Activities during the Rest.**_ While you are taking a Abode Rest, you can take a Dwelling of your choice. --- _**Effects during the Rest.**_ While you are taking an Abode Rest, you enter Dwelling-Based Time. --- **_Benefits of the Rest._** When you finish the Rest, you gain the following benefits:
Conditions Ended.
If you have any Conditions, the Conditions instantaneously ends on you.
Advantage.
You have Advantage on all Checks made with Skills you are Proficient in. This Advantage lasts until you finish your next Long Rest.
Increased Intuition.
Your Intuition Die Size increases by 1. This increase lasts until you finish your next Long Rest.
Extended Rest.
You gain the benefits of finishing an Extended Rest.
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### Resting Rules The following segment pertains to all rests, including rules about Interrupting one's Rest, Fatigue, and Resting Quality. #### Being Interrupted *When taking a rest, it is imperative that one catches the required hours of sleep consecutively. Disturbing one's rest can lead to the loss of its benefits. Whether through combat, disturbances, or strenuous activity, one should be careful to keep their respite while resting.* --- A Rest is Interrupted by any of the following events: - Being awoken - Casting a Spell other than a Cantrip - Gaining 1 or more Levels of Exhaustion or Stress - Initiating Travel - Rolling Initiative - Taking any Damage - At least 1 Phase of physical exertion --- Whenever your Rest is Interrupted, you gain 1 Level of Stress. You can resume a Rest immediately after an Interruption. If you do so, the Rest requires 1 additional Hour per Interruption to finish. If you do not resume a Rest after an Interruption, the Rest ends. #### Fatigue *While sleeping is not mandatory, going without respite does have its consequences. This hazard is an everyday danger for adventurers. If you don't sleep sufficiently, you risk fatigue.* --- A Creature requires an amount of Sleep per day equal to the number of Hours it needs to Sleep during a Long Rest. Whenever Glowtide ends, all Creatures that have not finished Sleeping sufficiently within the past 24 Hours risk Fatigue. --- A Creature that has Slept within the past 24 Hours but not for a sufficient time gains 1 Level of Stress and must Succ-eed on a DC 10 Constitution Saving Throw or gain 1 Level of Exhaustion. Condition Levels caused by Fatigue cannot be reduced while Fatigued. If you would become Fatigued again, the DC of this Saving Throw is increases by 5. A creature that has not Slept within the past 24 Hours at all automatically Fails its Saving Throw. --- When you finish Sleeping sufficiently, you are no longer Fatigued. --- ### Rest Quality Besides one's supplies and surroundings, there are many other factors that impede one's capability to rest soundly. The resources regained upon finishing one's rest are entirely dependent on the comfort level of one's respite. For more information on resting supplies, see *Chapter 5: Equipment*. For more information on resting surroundings, see *Chapter 2: Shelter*. \pagebreakNum
When you finish Resting,
the GM determines the Quality of your respite,
allowing you to gain the Effects of the chosen Rest alongside the additional Effects of your respite Quality. Certain impeding factors and commodities can alter your Quality Level, causing the Quality of your respite to be decreased or increased respectively.
--- A respite's Base Quality Level is 4. #### Forced Rest *When the travel gets rough, one may not be able to settle for less than restorative rest, requiring recovery. During these moments, one may choose to push themselves beyond their normal limits to ignore the Effects of a tough respite.* --- When Resting this way, you ignore the Effects of a Quality Level of 3 or lower. When you finish the Rest, you gain 1 Level of Exhaustion for every Quality Level below 4 you are experiencing. *For example, when you finish a Forced Harsh Rest, you can ignore the Effects of a Harsh and Partial Rest but gain 2 Levels of Exhaustion.* \columnbreak
> ##### Sleeping in Armor > *Sleeping in Armor severely restricts the wearer's comfort and thus makes it difficult to recover fully during a rest.* > > Taking a Rest while wearing Armor reduces your Quality Level by 1.
#### Restless *When nightmares plague you and the hard, jagged grounds below you bid little comfort, you may awaken feeling restless.* --- You have Disadvantage on all Saving Throws you are forced to make during your Rest. Additionally, when you finish your Rest, the GM gain 1 Ruinous Inspiration. #### Well-Rested *Whether in an inn, with the right feasts, or in the room of that inn you've been eyeing, some increasingly comfortable locations, may allow you to wake up feeling well-rested.* --- You have Advantage on all Saving Throws you are forced to make during your Rest. Additionally, when you finish your Rest, you gain 1 Heroic Inspiration.
##### Rest Quality | Level | Quality | Additional Effects | | :---: | :---: | :--- | | **1** | Harrowing | When you finish your Rest, you become Restless.
Additionally, you experience the Effects of a Harsh Rest. | | **2** | Harsh | You do not decrease any Condition Levels when you finish Resting this way.
Additionally, you experience the Effects of a Partial Rest. | | **3** | Partial | When you finish your Rest, the number of Hit Points and Stamina Dice you would regain is halved, if any. | | **4** | Moderate | — | | **5** | Full | When you finish your Rest, you roll all Stamina Dice with Advantage (if any). Additionally, if the Rest would cause you to regain all lost Hit Points, you also gain a number of Temporary Hit Points equal to your Level + your Constitution Modifier. | | **6** | Pleasant | Any Condition Levels you would decrease when you finish Resting this way are decreased by an additional Level.
Additionally, you experience the Effects of a Full Rest. | | **7** | Refreshing | When you finish your Rest, you become Well-Rested.
Additionally, you experience the Effects of a Pleasant Rest. |
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### Other Effects Besides the Restless and Well-Rested Effects, the follow-ing additional benefits can be experienced by weary travelers, often being sold as commodities in outposts. These Effects include: a Companion's Embrace, a Relaxing Respite, and Soft Bedding. #### Companion's Embrace *Stress and discomfort get to one quickly while out on the road alone. Spending the night with another person one cares for allows one to wake up feeling emotionally bolstered.* *Whether it's resting in the same bastion as one's child, finding respite in a lover's arms, cuddling with companions, seeking comfort with a friend, or the intimacy of hired company, with this benefit, one wakes up with a new confidence.* --- _**Types of Companions.**_ The following Targets count as a Companion for the purpose of gaining this benefit, provided they are willing: - An Adolescent, Child, or Infant with an Attitude of 5 or higher, provided it is adopted by you, under your care, or you are otherwise its guardian. - A Follower or Non-Player Character with an Attitude of 5 or higher. - A Player Character, provided you and your Companion only take the Slumber Action throughout the Rest. Alternatively, at the GM's discretion, any Creature you have kept a emotional, personal, or romantic connection with throughout the past 1 Week may count as a Companion for the purpose of gaining this benefit, ignoring other requirements. --- _**Gaining this Benefit.**_ When you finish Resting, you experience the Effect of a Companion's Embrace, provided you have remained within 1 Pace of your Companion throughout the duration of the Rest. Furthermore, you must both have Slept sufficiently. While you are Resting within a Bastion owned by either you or your Companion, you are not required to remain within 1 Pace of your Companion to gain this benefit. --- **_Benefits of a Companion's Embrace._** When you finish the Rest, you gain the following benefits:
Emotional Fortitude.
You add your Intuition Die to Saving Throws made to avoid or end Emotional States on yourself.
Mental Fortitude.
You add your Intuition Die to Saving Throws made to avoid or end Mental Conditions on yourself.
Unity's Respite.
The time required to take the Bolster, Handle, Provide, Relax, and Train Activities is decreased by 1 Time Span.
This Effect lasts for 8 Hours, or until you finish a Long Rest. Alternatively, you may increase your Quality Level by 1. #### Relaxing Respite *Relaxing the mind and the muscles, a good moment of self-care, or an increasingly luxurious bed may grant one additional comfort.* *Whether it is an evening at the spa, a cosmetic make-over, a good book, a beautiful leisure in the garden, or a refreshing set of fine pajamas, a Relaxing Respite can ease the burden brought on by the demanding lifestyle of an adventurer.* --- _**Types of Respite.**_ A GM is encouraged to offer a Relaxing Respite from the following sources: - Resting in an Inn room offering a relaxing room - Spending a Long Relax Phase in a luxurious spa, private garden, or other relaxing location - Wearing expensive items made for comfort during your Rest Certain expensive locations (such as inns, settle-ments, or stores) may offer this benefit alongside the use of their normal establishment, albeit at a Wealthy or Aristocratic cost. While most of these locations require you to spend a Long Relax Phase at this location, more expensive options allow one to gain the Relaxing Respite bonus instantaneously at the end of one's Rest, provided you reside there for its duration. Increasingly expensive options may allow one to gain this Benefit instantaneously instead, but these options often only allow one this benefit once per Week. --- **_Benefits of a Relaxing Respite._** When you finish the Rest, you gain the following benefits:
Nimble Body.
You have Advantage on Initiative Checks.
Calmed Mind.
If you have the Stressed Condition, your Stress Level is decreased by 1 (or 1d4, if your Rest would already decrease your Stress Level by 1). If you do not have the Stressed Condition, you instead gain a number of Temporary Hit Dice equal to your Constitution Modifier (minimum of 1).
Renewed Strength.
Your Carrying Capacity is increased by your Constitution Modifier (minimum of 1) multiplied by 25. Furthermore, the Strength Require-ments of your Equipped Equipment is reduced by 5.
This Effect lasts for 8 Hours, or until you finish a Long Rest. Alternatively, you may increase your Quality Level by 1.
> ##### Multiple Companions: >*In certain scenarios, one may rest alongside multiple Companions or in a shared Bastion, allowing every applicable Companion to benefit from the comfort of shared company.* > > For every additional Companion you Rest with, the duration of a Companion's Embrace is increased by 8 Hours (up to a maximum of 1 Week). \pagebreakNum
#### Soft Bedding *Even in most bedrolls and inn rooms, one's rest is dependent on where one sleeps. More comfortable accommodations bring additional benefits, allowing adventurers to sleep off even the hardest travel days.* *In comforting locations, one may be able to acquire a mattress stuffed with extensively soft feathers, private rooms away from the hustle and bustle of the world, or other commodities that make one's respite most soothing.* --- _**Types of Bedding.**_ A GM is encouraged to offer a Soft Bedding from the following sources: - Resting in an Inn room offering a soft bed - Spending a Long Relax Phase in an outpost with comfortable accommodations - Sleeping upon bedding made of increasingly comfortable materials Certain expensive locations (such as inns, settlements, or stores) may offer this benefit alongside the use of their normal establishment, albeit at a Comfortable or Wealthy cost. Most commonly, these locations offer this benefit to those Resting at their establishment, granting more comfortable beds and rooms to high-paying clientele. Increasingly expensive options may allow one to gain this Benefit instantaneously instead, but these options often only allow one this benefit once per Week. --- **_Benefits of Soft Bedding._** When you finish the Rest, you gain the following benefits: \columnbreak
Calmed Body.
If you have the Exhausted Condition, your Exhaustion Level is decreased by 1 (or 1d4, if your Rest would already decrease your Exhaustion Level by 1).
If you do not have the Exhausted Condition, you instead gain a number of Temporary Hit Points equal to your Level + your Constitution Modifier (minimum of 1).
Invigorated Focus.
The time required to take the Chronicle, Interact, Prepare, Trailblaze, and Work Activities is decreased by 1 Time Span.
Renewed Energy.
You have Advantage on the first Saving Throw you make.
This Effect lasts for 8 Hours, or until you finish a Long Rest. Alternatively, you may increase your Quality Level by 1. --- ### Optional Rule: Lifestyle Effect This optional rule makes the choice of one's lifestyle expenses an important part of everyday play, encouraging creatures to consider the environment and state of their life, which impacts their rest. A GM can choose to incorporate this rule alongside the Lifestyle Expense rules found in Satora's Banners & Bastions to intertwine the Exploration Pillar with the rules surrounding the Social Pillar. --- Your Quality Level is altered by the Lifestyle Expenses you've decided to upkeep. You experience the following Effects, depending on your chosen Lifestyle (see the Lifestyle Effect table).
##### Lifestyle Effect | Level | Lifestyle | Effect | | :---: | :---: | --- | | **1** | Wretched | Your Quality Level is decreased by 1.
Furthermore, you experience the Effect of a Squalid Lifestyle. | | **2** | Squalid | Your Base Quality is decreased to 3.
Furthermore, you experience the Effect of a Poor Lifestyle. | | **3** | Poor | Your Quality Level is decreased by 1. | | **4** | Modest | — | | **5** | Comfortable | Your Quality Level is increased by 1. | | **6** | Wealthy | Your Base Quality is increased to 5.
Furthermore, you experience the Effect of a Comfortable Lifestyle. | | **7** | Aristocratic | Your Quality Level is increased by 1.
Furthermore, you experience the Effect of a Wealthy Lifestyle. |
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### Optional Rule: Adjusted Rests To increase the incorporation of the Lifestyle Expense into the Resting system, a GM may choose to incorporate the following rule into their campaign to ensure its Effects are more prominently featured during all Rests. #### Short Rest When you finish a Short Rest, you experience the following Effects, depending on your chosen Lifestyle: ##### Short Rest | Level | Lifestyle | Effect | | :---: | :---: | :--- | | **1** | Wretched | You regain only half as many Exploit Dice and Spell Slots as you would normally.
Additionally, you experience the Rest Effects of a Squalid Lifestyle. | | **2** | Squalid | When you roll your Stamina Dice to regain Hit Points, you do so with Disadvantage.
Additionally, you experience the Rest Effects of a Poor Lifestyle. | | **3** | Poor | You can only expend a number of Stamina Dice equal to your Constitution Modifier (minimum of 1). | | **4** | Modest | — | | **5** | Comfortable | When you roll a 1 on a Stamina Die rolled to regain Hit Points, you can reroll the die, and you must use the new roll. | | **6** | Wealthy | When you roll your Stamina Dice to regain Hit Points, you can choose to treat any 1 or 2 on a Stamina die as a 3.
Additionally, you experience the Rest Effects of a Comfortable Lifestyle. | | **7** | Aristocratic | You regain an additional Exploit Die or Spell Slot at the end of your Rest (your choice, if any). The chosen Spell Slot cannot have a Circle Higher than half your Proficiency Bonus.
Additionally, you experience the Rest Effects of a Wealthy Lifestyle. | #### Long Rest When you finish a Long Rest, you experience the following Effects, depending on your chosen Lifestyle: ##### Long Rest | Level | Lifestyle | Effect | | :---: | :---: | :--- | | **1** | Wretched | You regain only half as many Exploit Dice and Spell Slots as you would normally.
Additionally, you experience the Rest Effects of a Squalid Lifestyle. | | **2** | Squalid | You cannot reduce your Exhaustion or Stress Level to 0 by resting this way.
Additionally, you experience the Rest Effects of a Poor Lifestyle. | \pagebreakNum
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##### Long Rest (Continued) | Level | Lifestyle | Effect | | :---: | :---: | :--- | | **3** | Poor | You regain half the number of Stamina Dice you would normally regain. | | **4** | Modest | — | | **5** | Comfortable | You gain a number of Temporary Stamina Dice equal to half your Proficiency Bonus. | | **6** | Wealthy | Choose one of the following benefits: Companion's Embrace, Soft Bedding, or Relaxing Respite. You gain the Effect of the chosen benefit.
Additionally, you experience the Rest Effects of a Comfortable Lifestyle. | | **7** | Aristocratic | You regain an additional Exploit Die or Spell Slot at the end of your Rest (your choice, if any). The chosen Spell Slot cannot have a Circle Higher than your Proficiency Bonus.
Additionally, you experience the Rest Effects of a Wealthy Lifestyle. |
#### (Optional) Field Rest When you finish a Field Rest, you experience the following Effects, depending on your chosen Lifestyle: ##### Field Rest | Level | Lifestyle | Effect | | :---: | :---: | :--- | | **1** | Wretched | Your Constitution Modifier is multiplied by a quarter of your Level instead. Furthermore, you gain 2 Levels of Stress, instead of 1. | | **2** | Squalid | Your Constitution Modifier is multiplied by a quarter of your Level instead. | | **3** | Poor | Your Constitution Modifier is multiplied by half your Level instead. | | **4** | Modest | — | | **5** | Comfortable | Your Constitution Modifier cannot be lower than 2. | | **6** | Wealthy | Your Constitution Modifier cannot be lower than 3. | | **7** | Aristocratic | Your Constitution Modifier cannot be lower than 3 and your Stress Level is not increased. |
> ##### Optional Rule: Lifestyle Improvement > *In locations where resources are plentiful and up for grabs, one may be able to acquire enough items to live a greater lifestyle without paying fees. In contrast, certain events may deduct your resources greatly, causing one's lifestyle to decrease.* > > GMs are carefully encouraged to consider awarding players with lifestyle increases or using lifestyle decreases as a penalty. \pagebreakNum
## Victuals Most Mundane Consumables made to nourish the body are Victuals—Drinks and Foods. No matter whether adventure or calming life, all living Creatures need sustenance, and the management of these supplies can make for entire tales on itself. From the refreshing sensation of icy water to the filling heat of a good soup or the decadent tastes of a well-prepared meal, enriching one's world with new stories of rich flavors brings adventurers a new perspective and is vital to one's survival. --- This section describes the types of victuals that can be consumed, their necessity and uses, and how to properly prepare mundane victuals in the wild. Furthermore, it lists alternatively rules for keeping track of a creature's victual consumption, rules surrounding the consumption of unsafe materials, and guidelines for dehydration, malnutrition, and other common hazards. --- ### Required Victuals During an average day, an adventurer will need enough sustenance to keep them alive and on their feet. This daily requirement is split into two categories: Drink and Food. In the game, we define these two Victual Types as follows:
Drink.
Any liquid that, when imbibed, allows its consumer to remain hydrated. Drinks are measured in Swigs, containing 8 ounces of Drink.
Food.
Any substance that, when eaten, allows its consumer to gain nourishment or nutrients. Food is measured in Portions, containing 1 Pound of Food.
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Consuming a Mundane Victual takes a Utilize Object Action, unless an Effect states otherwise. --- The amount of each Victual one needs to consume per Day is based on a Creature's Size (see the Victual Needs table). Whenever Glowtide ends, a GM will inquire whether or not each character has consumed enough of either Victual in the past Day to sustain themselves. If you do not meet the daily requirements of each Victual, you risk Dehydra-tion and Malnutrition (see the Drink and Food segments). --- Furthermore, while both Small and Medium characters must consume the same amount of each Victual, Small Creatures are capable of sustaining themselves on less. A Small Creature that has consumed half of its required Drink or Food within the past 24 Hours has Advantage on Saving Throws made against Dehydration and Malnutri-tion respectively, provided the Hazard is caused by consuming an insufficient amount of the respective Victual. ##### Victual Needs | Size | Drink | Food | | :--------: | ---------- | --------- | | Diminutive | 1 Pint | 1/8 Pound | | Tiny | 2 Pints | 1/4 Pound | | Small | 1 Gallon | 1 Pound | | Medium | 1 Gallon | 1 Pound | | Large | 4 Gallons | 4 Pounds | | Huge | 16 Gallons | 16 Pounds | | Gargantuan | 64 Gallons | 64 Pounds | \pagebreakNum
### Drink Many types of liquids can be harmlessly consumed to serve as hydration, but the most common type by far, found during adventures, is water. While the following rules pertain to consuming water, they can be applied to the consumption of any suitable Drink source. Discussed in this segment are different liquids that can be Drank to sate one's Sitience, the rules of lacking such hydration, and the benefits of Drinking enough during one's day. --- The requirements and risks of consuming Drinks are often dependent on the type of Drink consumed. Generally, how-ever, the required daily consumption of Drink serves to ward off the risk of Dehydration, as discussed below. All Creatures also have the ability to consume Drink and gain nourishment from it, unless an Effect states other-wise. Likewise, all Creatures are required to Drink sufficiently, unless an Effect states otherwise. Typically, a Creature can Drink and gain nourishment from any clean Liquid (see Unclean Victuals) that does not deal Damage. --- While there are many types of Drinks consumed by Humanoids, a few of the most common types are listed below, alongside their customary secondary purposes:
Coffees.
While rare in most games, as its ingredients are often quite exotic and thus expensive, coffee is a hot, plant-based Drink brewed from roasted coffee beans. Unlike other plant-based Drinks in this list, coffee has a high caffeine content that stimulates one and allows one to shrug off exhaustion.
Dairy-Based.
From milk, to kefir, to yogurt, dairy-based Drinks are widespread in most locations that possess milkable animals. This versatile ingredient is used in many varied beverages, both served cold or warm.
Plant-Based.
From fruit juices to cereal coffees, most types of non-toxic plants can be used to create Drinks (often alongside milk or water) with varying Effects. Some of these benefits include bringing temporary morale, invigorate the body or mind, or work medicinally. Common ingredients include cereals, fruits, nuts, spices, and other plants.
Soft.
These water-based Drinks are carbonated and include a great amount of sugar. They are rarely seen in most games, as their creation is fairly modern, but they grant boosts to one's Acting speed.
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Teas.
Using leaves, spices, and other plants steeped in water for a long while, this aromatic beverage is water-based and calms the mind and spirit.
Warmed Drinks.
Used to relax one's anxieties, warm drinks (including teas and dairy-based drinks) are often used to reduce Stress and induce a restful slumber.
Water.
Found naturally throughout the world, water is often the most available Drink for adventurers and commoners alike. While sometimes unclean, it is incredibly hydrating.
#### Dehydration *Whether alcohol, milk, or water, an adventurer must imbibe enough drink each day to stave of this daily hazard. If you don't drink sufficiently, you risk dehydration.* --- A Creature requires an amount of Drink per Day based on its Size, as shown in the Victual Needs table. Whenever Glowtide ends, all Creatures that have not Drank sufficiently within the past 24 Hours risk Dehydration. --- A Creature that has Drank within the past 24 Hours but not for a sufficient amount must Succeed on a DC 10 Constitution Saving Throw or gain 1 Level of Exhaustion, or 2 Levels if you already have the Exhausted Condition. Condition Levels caused by Dehydration cannot be reduced while Dehydrated. If you would become Dehydrated again, the DC of this Saving Throw is increased by 5. A creature that has not Drank within the past 24 Hours at all automatically Fails its Saving Throw. --- A Dehydrated Creature automatically gains 1 Level of Exhaustion after a number of Days equal to their Constitution Modifier (minimum of 1). When a Creature Drinks sufficiently, it is longer Dehydrated.
> ##### Alcoholic Drinks > *A classic fantasy staple is found in the bustling inns of settlements, where drinks are shared around in foaming tankards and spilling chalices. Most commonly, these reservoirs contain types of alcoholic beverages. These liquids can cause inebriation (and, in some cases, addiction).* > > Due to their purpose as commodities rather than necessities, the rules surrounding alcoholic beverages and other recreational consumables can be found in Satora's Banners & Bastions. \pagebreakNum
#### Slaked *After one's base drinking needs are met,*
*one can continue to drink for personal plea-*
*sure or to satiate more than one's base needs.*
*While a commodity, a well-nourished adventu-*
*rer is a happier adventurer.* --- After a Creature finishes Drinking sufficiently,
it can continue to drink a number of Swigs up to
its Drink Appetite. For every 2 Swigs consumed
this way, it regains 1 Stamina Die. When a Creature reaches its Drink Appetite, it
gains the Slaked Condition (see Victual Conditions).
This Condition lasts until the end of the Creature's next Long Rest. ---
A Creature's Drink Appetite is equal to its Constitution Score. For every Size Category a Creature is smaller than Medium,
its Drink Appetite is halved. Conversely, a Creature's Drink Appe-tite is doubled for every Size Category it is bigger than Medium.
--- If a Creature attempts to Drink something while it has the Slaked Condition, it must Succeed on a DC 15 Constitu-tion Saving Throw. On a Failure, it gains 1 Level of Exh-austion, is unable to consume the Drink, and the Drink is destroyed. For every Drink the Creature attempts to Drink thereafter, the DC of this Saving Throw is increased by 5. ### Food Almost any material capable of being harmlessly consumed to serve as nourishment counts as Food. While most adventurers only Eat dry rations throughout their days on the roads, there are many benefits to consuming more lavish meals. In dire situations, one may even have to subsist on less-than-ideal Foods to survive. The following segment provides rules and suggestions on the consumption of different Foods, rules surrounding starvation, and the benefits of consuming more than the minimal daily requirement. --- The requirements and risks of consuming Food are often dependent on the type of Food consumed. Generally, however, the required daily consumption of Food serves to ward off the risk of Malnutrition, as discussed below. All Creatures also have the ability to consume Food and gain nourishment from it, unless an Effect states otherwise. Likewise, all Creatures are required to Eat sufficiently, unless an Effect states otherwise. Typically, one can Eat and gain nourishment from any clean Material (see Unclean Victuals) with a Threshold of Brittle or lower that does not deal Damage. Be aware that certain Materials with low Thresholds are not suitable for consumption and are thus Inedible. These Materials include, but are not limited to: Crystal, Essences, Fabric, Metal, Modules, Soil, Talus, Timber, and Wax. --- A Creature can attempt to consume a Diminutive Object made of an Inedible Material, risking the Effects of an Inedible Victual (see Unclean Victuals). On a Success, it Eats the Object but is unable to gain nourishment from it. \columnbreak
> ##### Optional Rule: Sitient > *In more resource-management-heavy games, a GM may adjudicate to use the following optional rule, requiring players to keep careful track of their Drink intake:* > >--- > > Whenever Afternoon ends, a Creature that has not Drank half its sufficient amount within the past 8 Hours risks the Sitient Condition (see Adventuring Conditions). > >--- > > A Creature that has Drank within the past 8 Hours but not for a sufficient amount must Succeed on a DC 15 Constitution Saving Throw or gain the Sitient Condition. > > A creature that has not Drank within the past 8 Hours at all automatically Fails its Saving Throw. > >--- > > When a Creature Drinks half its sufficient amount, the Sitient Condition ends on it. \pagebreakNum
Furthermore, on a Major Failure, you take 1d6 Damage of a Type appropriate for the consumed Object or its Material, as adjudicated by the GM. --- Larger Creatures are capable of consuming larger Objects. For every Size Category a Creature is larger than Medium, the Size Category of Objects it can consume is increased by 1. Gargantuan Creatures can consume Objects of any Size, provided their mouths are large enough. *For example, a Large Creature can consume Diminutive or Tiny Objects, while a Huge Creature is also capable of consuming Small Objects.* #### Malnutrition *Consuming food is a necessary part of any day, and travelers stranded on their journey without provisions quickly notice its consequences. If you don't eat sufficiently, you risk malnutrition.* --- A Creature requires an amount of Food per Day based on its Size, as shown in the Victual Needs table. Whenever Glowtide ends, all Creatures that have not Eaten sufficiently within the past 24 Hours risk Malnutrition. --- A Creature that has Eaten within the past 24 Hours but not for a sufficient amount must Succeed on a DC 10 Constitution Saving Throw or gain 1 Level of Exhaustion. Condition Levels caused by Malnutrition cannot be reduced while Malnourished. If you would become Malnourished again, the DC of this Saving Throw is increases by 5. A creature that has not Eaten within the past 24 Hours at all automatically Fails its Saving Throw. \columnbreak
> ##### Raw Meats > *Consuming any type of raw meat or stock can commonly lead to health complications, especially the contracting of various diseases. While adventurers often choose to prepare their ingredients before eating, this is not always an option.* > > --- > > If you consume raw Meat or Stock, you risk Victual Malady (see Victual Maladies). > > Certain Abilities, Features, or Traits (such as the Natural Diet Feature of Lizardfolk) may allow a Creature to ignore the risk of Victual Malady when consuming raw Meat or Stock.
A Malnourished Creature automatically gains 1 Level of Exhaustion after a number of Days equal to twice their Constitution Modifier (minimum of 1). When a Creature Eats sufficiently, it is longer Malnourished. --- #### Satiated *A basic meal satisfies the hunger, a lavish meal the stomach, but after one's famish is warded off, one can still sate the mind. Eating until one's appetite is gone is a great luxury that not many commoners find in their daily lives.* --- After a Creature finishes Eating sufficiently, it can continue to eat a number of Portions up to its Food Appetite. For every Portion consumed this way, it regains a number of Hit Points equal to 1 roll of its Stamina Die + its Constitution Modifier. When a Creature reaches its Food Appetite, it gains the Satiated Condition (see Victual Conditions). This Condi-tion lasts until the end of the Creature's next Long Rest. --- A Creature's Food Appetite is equal to its Constitution Modifier (minimum of 1). For every Size Category a Creature is smaller than Medium, its Food Appetite is halved. Conversely, a \pagebreakNum
Creature's Food Appetite is doubled for every Size Category it is bigger than Medium. --- If a Creature attempts to Eat something while it has the Satiated Condition, it must Succeed on a DC 15 Constitu-tion Saving Throw. On a Failure, it gains 1 Level of Exh-austion, is unable to consume the Food, and the Food is destroyed. For every Food the Creature attempts to Eat thereafter, the DC of this Saving Throw is increased by 5.
> ##### Optional Rule: Starved > *In more resource-management-heavy games, a GM may adjudicate to use the following optional rule, requiring players to keep careful track of their Food intake:* > >--- > > Whenever Afternoon ends, a Creature that has not Eaten half its sufficient amount within the past 8 Hours risks the Starved Condition (see Adventuring Conditions). > >--- > > A Creature that has Eaten within the past 8 Hours but not for a sufficient amount must Succeed on a DC 15 Constitution Saving Throw or gain the Starved Condition. > > A creature that has not Eaten within the past 8 Hours at all automatically Fails its Saving Throw. > >--- > > When a Creature Eats half its sufficient amount, the Starved Condition ends on it. \columnbreak ### Unclean Victuals Consuming victuals from unknown sources or locations with variable purities can be dangerous. From disease to poison, a variety of unusual effects can befall those who ingest victuals of strange origins. This peril is especially common to adventurers, who must often forage and scrounge to acquire their daily needs. In the following segment, GMs are provided additional rules about the intake of unclean foods from any source, the types of perils encountered in certain unsafe victuals, and ways in which adventurers may avoid their whims. --- Many types of Unclean Victual can be found both in civilized settlements and the wilds. Listed below are a few common ways that a Victual might be considered unsuitable for consumption:
Afflicted.
Some Victuals may be begotten by ailment or sickness and carry contractible Diseases. After contact with a source of Disease or a Creature that has Con-tracted a contagious Disease, a Victual may become Afflicted (see Afflicted Victual).
Contaminated.
When fraught with poison or pollution, a Victual may be Contaminated (see Contaminated Victuals). Consuming this type of Victual may cause the Poison within to take Effect or cause adverse Effects of pollution to afflict you.
Expired.
Rotten Foods and Expired Drinks are unsafe for consumption. After a Victual Expires (after a Time Span listed in its description), it is considered Unclean (see Expired Victuals).
Inedible.
Certain Victuals are not meant to be eaten. The adverse Effects caused by ingesting the incorrect type of Victuals have been described previously (see the Food segment in this section) but are repeated here for ease (see Inedible Victuals).
Impure.
The most common type of Unclean Victual is those ripe with impurities, parasites, and other natural contaminants unsuitable to be ingested by Humanoids. For more information, see Impure Victuals.
---
Whether or not a source of Drink or Food is healthy to consume or Unclean is up to the GM's discretion.
> ##### Unsuitable Victuals > In situations where adventurers are left with no other choice, they may choose to consume Unclean Victuals in hopes of gaining nourishment and staving off Dehydration or Malnutrition. > > While consumption of the aforementioned Unclean Victuals can often follow the following rules, additional notes are provided for consuming unusual Victuals in even more unusual moments, including the consumption of blood, using Food as hydration, and more. For more information, see the Unusual Victual Segment. \pagebreakNum
When a Creature consumes an Unclean Victual, it must make a Constitution (Endurance) Check. The DC of this Ability Check is equal to the Victual's Consumption DC, and depends on the type of Unclean Victual. On a Failure, the Creature gains the Incapacitated Condition until the start of its next Turn. Additionally, it is unable to Consume the Victual, and the Victual is instantaneously destroyed, if appropriate (as adjudicated by the GM). On a Success, the Creature is capable of Consuming the Unclean Victual as normal. --- Additional Effects may be caused by the Unclean Victual upon being consumed or Failing one's Ability Check, as determined by the Unclean Victual's type (see below). --- To randomly determine the Type of Unclean Victual encountered, roll on the Unclean Victual table below: ##### Unclean Victual
| d6 | Unclean Victual | |:---:|:-----------:| | 1 | Afflicted | | 2 | Contaminated | | 3 | Expired | | d6 | Unclean Victual | |:---:|:-----------:| | 4 | Inedible | | 5 | Impure | | 6 | Roll twice |
--- #### Afflicted Victuals *When contagion affects drink or food, consumers of the victual are at risk of being afflicted themselves. In the wild, many diseases run rampant, and in the civilized world, plagues can infect some even without their knowledge.* --- An Afflicted source carries a Disease, as chosen by the GM. Most naturally Afflicted Victuals carry a random Disease of Common Rarity or lower. Afflicted Victuals have the Afflicted Condition. \columnbreak The Consumption DC of an Afflicted Victual is equal to the 5 + DC of the chosen Disease. On a Minor Failure, the Creature contracts the Disease that infects the Victual, as stated in the Disease's description. For more information on Diseases, see Satora's Maladies & Monsters. --- A Creature can determine an Unclean Victual is Afflicted with a Successful Wisdom (Medicine) Check using the Search Action. The DC of this Check is equal to the Disease's DC. On a Major Success, the Creature also learns the type of Disease afflicting the Victual. Furthermore, the *Detect Ailment* Spell is capable of instantaneously detecting if a Victual is Afflicted and what Disease afflicts it. --- Once the Afflicted Condition ends on a Victual, it is no longer considered an Afflicted, Unclean Victual. Several ways to avoid or end the Afflicted Condition on a Victual include: Casting the Lesser Restoration, Protection of Ailment, or Purify Victual Spell on the Victual, or using an Ability, Effect, Feature, Trait, or other aspect of the game that states that it removes the Afflicted Condition from Objects (such as Cure Disease potions or the Lay on Hands Feature). --- #### Contaminated Victuals *Oily sheens that distort the water and strange tastes hinting at poison, both of these examples are ways that creatures may deduce a Victual to be contaminated. When fraught with poison or pollution, a Victual can carry its contamination's adverse effects.* --- A Contaminated Victual carries a Pollutant or type of negative Effect, as chosen by the GM. It is uncommon to find Contaminated Victuals in the wild, as most Pollutants need to be applied by Creatures. \pagebreakNum
In certain scenarios, naturally occurring poisonous materials may pollute or make up a Victual. Common examples include the inclusion of polluted flowers in
a meal or airborne spores tainting a water source. Contaminated Victuals have the Afflicted, Cursed,
or Poisonous Condition, as adjudicated by the GM. --- The Consumption DC of a Contaminated Victual is equal to the DC of the contaminant or Pollutant affect-ing it. On a Minor Failure, the Creature experiences the Effect of the contaminant or Pollutant. For more information on Poison, see Satora's Sage & Sulphur.
---
A Creature can determine an Unclean Victual is Contaminated with a Successful Wisdom (Medicine) Check using the Search Action. The DC of this Check is equal to the DC of the contaminant or Poll-utant affecting it. On a Major Success, the Creature also learns the type of contaminant or Pollutant afflicting the Victual. Furthermore, the *Detect Ailment* Spell is capable of instantaneously detecting if a Victual is Contamin-ated and what contaminant or Pollutant affects it.
---
Once the Condition affecting a Contaminated Victual ends, it is no longer considered a Contaminated, Unclean Victual.
Several ways to avoid or end the Condition affect-
ing a Contaminated Victual include: Casting the *Lesser Restoration*, *Protection of Ailment*, or *Purify Victual* Spell on the Victual, or using an Ability, Effect, Feature, Trait, or other aspect of the game that states that it removes the Afflicted Condition from Objects (such as Cure Disease potions or the Lay on Hands Feature). If the Victual has the Cursed Condition, the methods mentioned above cannot end the Cursed Condition affecting the Victual. Instead, the *Remove Curse* Spell can be used to purify the Victual. #### Expired Victuals *Sickening decay and rot can be found there where sloth reigns freely. Once a victual expires, its effects can turn quickly, causing illness to befall its consumer within hours. While most adventurers keep rations for this exact reason, those carrying fresh meals are not so lucky.* --- Almost all Victuals (save for certain items with very high shelf lives) eventually Expire, as listed in their description. Expired Victuals have the Expired Condition. For more inf-ormation on the Fresh and Expired Conditions of Victuals and Shelf-Life, see Satora's Hearth & Husbandry. The Consumption DC of an Expired Victual is 15. If the consumed Victual is an Expired Meat or Stock, this DC increases by 5. On a Major Failure, the Creature automa-tically Fails their Saving Throw made to avoid Victual Malady (see Victual Maladies), --- Expired Victuals start showing severe visible signs of decay, expiration, and rot after double their Shelf-Life. After this time, parts of the Victual start rotting away and \columnbreak
consuming the Victual only grants a quarter of its Weight in nourishment. Before showing visible signs of expiration, a Creature can determine an Unclean Victual is Expired with a Successful DC 10 Wisdom (Medicine) Check using the Search Action. On a Major Success, the Creature also learns for how long the Victual has been Expired, and the Victual's Shelf-Life. Furthermore, the *Detect Life* Spell is capable of instant-aneously detecting a Victual's Shelf-Life and whether or not it is Expired. --- Once the Expired Condition ends on a Victual, it is considered to be Fresh for 24 Hours, after which it gains the Expired Condition again. While a Victual does not have the Expired Condition, it no longer considered an Expired, Unclean Victual. Various things can increase a Victual's Shelf-Life, including airtight storage, freezing, or heavy salting. For more information on Shelf-Life, see Satora's Hearth & Husbandry. Furthermore, Casting the *Purify Victual* Spell on a Victual ends the Expired Condition on it. \pagebreakNum
#### Inedible Victuals *Certain materials are not suitable for consumption. Whether it's burying one's teeth in solid rock, attempting to drink magma, or otherwise ingesting foods not meant to grant nourishment, an inedible Victual is too solid, viscous, or otherwise harmful to safely consume.* --- A Creature cannot gain nourishment from Drinking Liquids that deal Damage upon Ingestion. Comparably, a Creature cannot gain nourishment from Eating Objects that have a Threshold of Fragile or higher or deal Damage upon Ingestion. Furthermore, most of the following Materials are not su-itable for ingestion, and thus grant no nourishment when consumed, unless an Effect states otherwise: Crystal, Esse-nces, Fabric, Metal, Modules, Soil, Talus, Timber, and Wax. --- Any other Object or Liquid not primarily meant for Ingestion that is incapable of granting nourishment upon being consumed is considered an Inedible, Unclean Victual. These Victuals cannot grant nourishment unless an Ability, Effect, Feature, Trait, or other aspects of the game allow a Creature to gain nourishment from them. --- While most Inedible Victuals are either visibly indigestible or common sense dictates them to be Inedible, a Creature can determine an Unclean Victual is Inedible with a Successful DC 10 Wisdom (Survival) Check using the Search Action. --- The Consumption DC of an Inedible Victual is equal to 5 times the Victual's Threshold. On a Major Failure, the Creature takes 1d6 Damage of a Type appropriate for the consumed Object or its Material, as adjudicated by the GM. The Damage Die of an Inedible Victual can be decreas-ed or increased if appropriate, as adjudicated by the GM. \columnbreak #### Impure Victuals *While there are many man-made reasons a victual is unsuitable for ingestion, one of the most common types of unclean victual comes from nature itself. Whether it's para-sites that brood in stagnant waters, the detritus present in and surrounding foraged foods, or the salt content of the ocean's water, some natural victuals are impure.* --- Whenever a Creature consumes an Impure Victual, it risks Victual Malady (see Victual Maladies). The Consumption DC of an Impure Victual depends on the type of impurity running through it, as determined by the GM. Below, different types of Impure Victuals are listed alongside suggested Consumption DCs. On a Minor Failure, the Creature experiences the Effects of the Victual Malady that affects the Victual. --- A Creature can determine an Unclean Victual is Impure with a Successful DC 10 Wisdom (Survival) Check using the Search Action. On a Major Success, the Creature also learns the Consumption DC of the Unclean Victual. Furthermore, the *Detect Ailment* Spell is capable of instantaneously detecting if a Victual is Impure and what the Victual's Consumption DC is. --- Impure Victuals have the Afflicted Condition. Once the Afflicted Condition ends on a Victual, it is no longer considered an Impure, Unclean Victual. While the Afflicted Condition can be avoided or ended on an Impure Victual using the same ways listed under Afflicted Victuals (see Afflicted Victuals), several additional options are available to travelers, allowing them to remove Impurities from Drink or Food. Most Botanist Stores sell Cleansing Tablets, which can be added to Drink or Food, so it is no longer considered an Impure, Unclean Victual. Additionally, most types of Drink \pagebreakNum
can be boiled over a Campfire for 1 Step to avoid the risk of Victual Malady, while Foods can be prepared over a Campfire for 1 Long Step to cause a similar Effect. Other Abilities, Effects, Features, Traits, and aspect of the game that state they allow a Creature to ignore the Effects of an Impure, Unclean Victual also allow a Creature to treat the Victual as clean. --- Clean Drinking opportunities are often offered in civilized locations. While the wilds are far more dangerous, most water pulled from wells, rainwater gathered in rain-catchers, and water obtained from moving sources (such as streams and rivers) in the wilds is fairly pure and thus safe to imbibe. Most other sources of water found through Foraging (see Gathering) and drinks granted in less civilized locations may be fraught with impurities, however. Types of stagnant water, such as that found in pools, puddles, or wetlands, are often Impure. The Consumption DC of an Impure Victual from these (or similar) sources is equal 10. Similarly, drink from less savory sources, liquid infested with parasites, or seawater is unsuitable for ingestion and has a Consumption DC of 20. Consuming seawater is particularly unsafe. When a Creature Consumes Liquid with a very high salt content, it gains 1 Level of Stress. \columnbreak Food is considered Impure when covered or filled with detritus, parasites, or other repugnant materials. Alike Drink, most civilized locations offer Food safe for consu-mption. Unlike Drink, most Foods Foraged in the wilds are also considered clean, and only those found stagnant on the floor, in filthy locations, or actively infested are considered Impure. Food with light impurities generally has a Consumption DC of 15. Actively infested sources of sustenance instead have a Consumption DC of 20, as their Impurities are commonly harder to remove. --- Certain Impurities found within Victuals may carry Disease or Poison, such as infestations of parasites, poisonous ingredients, or worse. For more information on Disease and Poison, see Satora's Maladies & Monsters and Satora's Sage & Sulphur. ### Unusual Victuals In desperate circumstances, it may be necessary to consume unusual victuals for even stranger reasons. Whether it's supplementing one's hydration with food or even blood, or consuming mostly inedible materials, an adventure sometimes calls for extreme measures. The following rules concern the ingestion of unusual Liquids, Materials, and Victuals and may be applied to any similar Object consumed by a Creature: **Drinking Blood.** While it is unusual for those not comm-only subsisting of blood to resort to its consumption, blood can be used to hydrate oneself in the absence of Drink. While Harvesting a Creature for Tissue, you can choose to tap its blood alongside its Meat, provided this is an Obj-ect not normally granted during the Harvesting process. For every Pound of Meat harvested from a Creature, you Harvest 1 Swig of Blood. Blood is consider-ed an Impure, Unclean Victual and commonly carries Disease with it. **Eating Materials.** While the consumption of Inedible Victuals is handled in the section Unclean Victuals (see Unclean Victuals), some materials may carry nourishment when consumed even when unsuitable for consumption. A GM may dictate a consumed Material to grant nourishment equal to half its Weight, if appropriate. Examples include the consumption of certain Essences, unworked Hides or Leather, Wax, and more. Additional risks caused by the consumption of these Materials are also determined by the GM but may include the contracting of Disease, gaining of Conditions, or application of other adverse Effects. **Hydration from Food.** When one runs out of water on the road, a Creature can resort to consuming Foods not for their nourishment but to sustain one's hydration. Both the consumption of Fresh plant-matter and Meats can be used to substitute Drinking. When consumed this way, the Food does not grant nourishment. Instead, for every Portion Consumed, you are considered to have Drank 1 Swig. --- The consumption of other unusual Victuals, their granted hydration or nourishment, and their risks, are further determined by the GM. \pagebreakNum
### Victual Malady The consumption of unsuitable Victuals can lead to simple types of Diseases known as Victual Maladies. Whether it is the ingestion of rotting fruits, imbibing a glass of water filled with impurity, or simply consuming a Victual that upsets the stomach, the following two Diseases are fam-iliar amongst adventurers and commoners alike. Within this segment, GMs can find the rules of both Drink and Food Malady. For more information on Disease, see Satora's Maladies & Monsters. --- There are many sources that can cause a Creature to contract or risk Victual Maladies. Some of the afore-mentioned sources include the consumption of Raw Meat or Stock, Expired Victuals, and Impure Victuals. Other sources include improperly prepared drinks or meals and victuals prepared in unhygienic environments or by unclean hands. --- The following two types of Victual Malady exist, contracted from their respective sources (see Unclean Victuals):
Drink Malady.
Contracted from unsafe sources of Drink, this Disease causes severe fevers alongside nausea.
Whenever an Effect states that a Creature experiences the Effects of Drink Malady, that Creature contracts Drink Malady (see Drink Malady).
Food Malady.
Experienced after ingesting an unsafe type of Food, this Disease causes severe nausea alongside stomach pain, and sometimes even chills or headache.
Whenever an Effect states that a Creature experiences the Effects of Food Malady, that Creature contracts Food Malady (see Food Malady).
--- #### Drink Malady *Mundane trivial disease* After consumption of an unsafe drink, a Creature may start developing a severe cramps, fever, and thirst. Many adventures come to a halt due to the contracting of this very common disease. So, beware adventurer, pack enough supplies to last you the journey or risk the dangers that lurk below the murky waters. **Type:** Ingested (DC 10 CON) **Incubation:** 1 Phase • Upon Resting **Duration:** 1 Success, or 3 Failures and 2 (1d4) Days ---
While Afflicted, you experience the following Effects:
Stage 1 (Thirst).
The amount of Drink you need to consume per Day is doubled.
--- Whenever you fail an Incubation Saving Throw against this Disease, your Stamina Maximum is decreased by 1 (to a minimum equal to your Constitution Modifier). When you Fail 3 Incubation Saving Throws made to end this Disease on yourself, the Disease progresses to its Final
\columnbreak
Stage for 2 (1d4) Days (see below), after which the Disease instantaneously ends on you:
Final Stage (Fever).
You have Disadvantage on all Tests made to avoid or end the Effects of Extreme Heat on yourself. Additionally, you have Susceptibility to Fire Damage equal to your Proficiency Bonus.
#### Food Malady *Mundane trivial disease* Extreme nausea and stomach pain are both common symptoms of Food Malady. Once it has gotten out of hand, chills and headaches develop. Luckily for the commoners and travelers alike, this disease eventually fades on its own, even when left untreated. **Type:** Ingested (DC 10 CON) **Incubation:** 1 Phase • Upon Resting **Duration:** 1 Success, or 3 Failures and 2 (1d4) Days --- While Afflicted, you experience the following Effects:
Stage 1 (Nausea).
Your Appetites are halved.
--- Whenever you fail an Incubation Saving Throw against this Disease, your Stamina Maximum is decreased by 1 (to a minimum equal to your Constitution Modifier). When you Fail 3 Incubation Saving Throws made to end this Disease on yourself, the Disease progresses to its Final Stage for 2 (1d4) Days (see below), after which the Disease instantaneously ends on you:
Final Stage (Chills).
You have Disadvantage on all Tests made to avoid or end the Effects of Extreme Cold on yourself. Additionally, you have Susceptibility to Cold Damage equal to your Proficiency Bonus.
\pagebreakNum
### Optional Rule: Ration Dice The following rule grants an alternate way to keep track of what Victuals a Creature has consumed throughout their day. Notably, this rule uses the power of Resource Dice (see Satora's Banners & Bastions for more information). Bookkeeping can be a chore rather than a joy when it comes to table preference. GMs that do enjoy survival elements in their games but could leave the tracking of resources behind may choose to use the following alternate rule: --- All Players have a Ration Die, which serves as an abstract of the amount of Drink and Food one carries with them. This Resource Die starts as a D8. At the end of every Long Rest, a Character that has con-sumed any number of Victuals throughout the Day rolls their Ration Die, risking the Depletion of this Resource Die (see Satora's Banners & Bastions). --- The Ration Die can be replenished by Foraging, having another Creature gift you Rations, or buying new Rations in stores. Commonly, when a Character Succeeds on Foraging, their Ration Die is increased by 1 Size Category, while a Critical Success grants an increase of 2 Size Categories instead. Furthermore, a GM may instead choose to award a Character with various boons that allow them to retain their Ration Die for longer periods, reroll a 1 or 2 on a Ration Die once per Long Rest, and more, if appropriate. Rations can be exchanged freely amongst Characters. A Player can also choose to decrease their own Ration Die by 1 Size Category to increase another Character's Ration Die by 1 Size. --- The Weight of one's Ration Die is listed on the Ration Die table, alongside the Cost of increasing one's Ration Die by 1 Size Category. \columnbreak
##### Ration Die | Die Size | Cost per Increase | Total Weight | | :---: | :---: | :---: | | d20 | 10 GP | 48 Lb. | | d12 | 5 GP | 30 Lb. | | d10 | 4 GP | 20 Lb. | | d8 | 3 GP | 12 Lb. | | d6 | 2 GP | 6 Lb. | | d4 | 1 GP | 2 Lb. | ### Optional Rule: Supply Points While managing drink and food can be an arduous task, the choice of what types of food to buy and the carrying of mundane meals is made largely obsolete by it. After all, why offer interesting varieties of victuals to players who can simply choose to substitute meals with plain rations? For GMs that prefer a finer type of bookkeeping over the measurements of pints and pounds, and for the GMs that hope to spice up the game with new varieties of food, the following rules are suggested: --- Whenever Glowtide ends, a Character calculates the number of Supply Points it has gained throughout the Day. All types of Victual count towards this total. The number of Supply Points one needs to consume per Day is based on a Creature's Size (see the Supply Needs table). Not meeting one's daily requirement risks the Player's choice of Dehydration or Malnutrition, as normal. --- When a Creature takes a Long Rest without meeting their required daily Supply Point total, their Quality Level is decreased by 1. Additionally, during a Rest, a Creature can choose to consume an additional 10 Supply Points to increase their Quality Level by 1. \pagebreakNum
> ##### Optional Rules: Divided Supplies > GMs using the Optional Rule: Supply Points may choose to separate the Supply Point needs for Drink and Food. > > Using this rule, not meeting one's daily require-ment risks Dehydration or Malnutrition, respect-ively, instead of at the Player's behest. > > For the daily requirements of Supply Points for both Drink and Food, see the Supply Needs table. \columnbreak
For the number of Supply Points any Victual grants upon being consumed, see the Supply Point Index at the end of this document. --- While the Supply Needs table notes a number of Supply Points needed for Drink and Food, GMs not using the Optional Rules: Divided Supplies (see the Sidebar) take the total of the Drink and Food column as the number of Supply Points needed for a Creature per Day, instead. The rules on a Small Creature's Supply Need per Day are identical to those mentioned above the Victual Needs table (see Victuals). ##### Supply Needs | Size | Drink | Food | | :--------: | ---------- | --------- | | Diminutive | 1 Point | 2 Points | | Tiny | 2 Points | 4 Points | | Small | 8 Points | 12 Points | | Medium | 8 Points | 12 Points | | Large | 32 Points | 48 Points | | Huge | 120 Points | 200 Points | | Gargantuan | 480 Points | 800 Points | ### Optional Rule: Victual Levels To avoid the baseless notations of pints and pounds, one can choose instead to abstract the Victual system even further, allowing players to keep minimal track of their consumption without additional rolls or rules. Instead of keeping track of one's Portions and Swigs, a GM may adjudicate to use the following rule, allowing for smoother integration of Victuals into one's character sheet or notes. --- The following Victual Levels are provided for Drink, in order. Each Level represents 4 Swigs:
| Level | Name | |:---:|:-----------:| | 1 | Parched | | 2 | Thirsty | | Level | Name | |:---:|:-----------:| | 3 | Refreshed | | 4 | Quenched |
--- Additionally, the following Victual Levels are provided for Food, in order. Each Level represents 1/6th of a Portion:
| Level | Name | |:---:|:-----------:| | 1 | Famished | | 2 | Hungry | | 3 | Peckish | | Level | Name | |:---:|:-----------:| | 4 | Well-Fed | | 5 | Sated | | 6 | Stuffed |
--- The aforementioned Victual Levels also correspond to 2 Supply Points each, when used in combination with the Optional Rule: Supply Points. Furthermore, a tracker for this Optional Rule is provided on the Profession Sheet (see Satora's Professions & Proficiencies).
\pagebreakNum
Tread with Caution
Work in Progress
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# Passage of Time While in most worlds time might be an obvious matter–sun comes up, sun goes down–not every environment has an easy way of telling the time. If there are no mechanical ways of telling time without the sky, such as clocks and watches, adventurers might be forced to live without it for a long time. This does not mean, however, that the DM can go without a time measure. To make sure they know what is happening where, it might benefit most DM's to keep track of time in some way. For ease of creation, the day has been separated into six equal Segments, which can be used to easily track traveling days or days spent in downtime. The time division is as seen in the Travel Time table below. A day is normally 24 hours. These hours are separated into six 4-hour Day Segments as shown in the Time of Day table. Most parties will travel for two of these Segments, \columnbreak rest for another two, and spend the last two on on various activities. Be aware of when a party chooses to travel, as the time of day could affect navigation or encounters along the road. ### Typical Traveling Day An example of a Typical Traveling Day is shown on the Typical Traveling Day table. These rules assume that the player characters are traveling for several days through unsettled territory and will have neither the luxury to rest in an inn or road hut each night, nor the safety of well-secured civilisation. While the day is typically broken up into two Travel Phases, each lasting 4 hours, the DM may also opt to use 4 Travel Phases (known as Travel Legs), each lasting 2 hours. This option allows the DM to include more travel encounters, increases ambiance and allows characters to spend more time on traveling activities.
##### Day Phase | Segment | Time | Description | Optional (Summer) | Optional (Winter) | | --------- |:--------------------:| -------------------------------------- |:--------------------:|:--------------------:| | Dawning | 6:00-10.00 (Sunrise) | Bright light, rising sun | 4.00-8.00 (Sunrise) | 8.00-12.00 (Sunrise) | | Morning | 10.00-14.00 | Bright light, sun overhead | 8.00-12.00 | 12.00-16.00 | | Afternoon | 14.00-18.00 | Bright light, setting sun | 12.00-16.00 | 16.00-20.00 (Sunset) | | Dusking | 18.00-22.00 (Sunset) | Dim light, sun behind the horizon | 16.00-20.00 (Sunset) | 20.00-00.00 | | Midnight | 22.00-2.00 | Darkness, moon provides little light | 20.00-00.00 | 00.00-4.00 | | Glowtide | 2.00-6.00 | Dim light, sun still below the horizon | 00.00-4.00 | 4.00-8.00 |
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**Waking** and **Settling** usually includes all manner of practical jobs: setting up or breaking down camp, making and eating either breakfast and dinner, and preparing for the day or rest ahead. During this time, characters have the chance to take care of themselves and their surroundings. Camps may be modified, physical appearances altered or interactions around a bonfire had. Both Waking and Settling are optional parts of the day which may be replaced with Free Time for adventurer's less keen on keeping up camp, or their appearances. **Free Time** includes all activities an adventurer may want to partake in during their day: downtime (should the location afford it), camp activities, and more, can be achieved during this time. Waking, Settling and Free Time may be reduced or shifted around to make place for forced march, dungeon crawling or other activities that occur on a given day. ### Repeated Journeys When traveling to a new locale much can be discovered along the road. When a party makes repeated trips back and forth, however, one might want to spend less time on the repetitive travel. In this case, a travel montage is better placed, but the DM is still encouraged to make Travel Days, rather than Phases. In this case, each day spend traveling is prepared as one item and the encounters for that day are only rolled once. If no encounter happens, the day goes by uneventfully. ##### Typical Traveling Day | Phase | Activity | Time | Cost | | --------- | ------------------------------ | ------- | ------------ | | Morning | Waking | 2 hours | – | | Morning | Free Time | 2 hours | 1/2 ration | | Afternoon | 1st Travel Phase | 4 hours | 1 pint water | | Evening | Midday Break | – | – | | Evening | 2nd Travel Phase | 4 hours | 1 pint water | | Dusk | Settling | 2 hours | 1/2 ration | | Dusk | Free Time | 2 hours | – | | Midnight | Resting | 4 hours | – | | Predawn | Resting | 4 hours | – |
> ##### Optional: Breakfast, Lunch, Dinner > Resources are an important part of survival; too little food, and you starve, too much of it, and it will spoil. During busy adventuring days, these resources are quickly forgotten, however. > > DM's may choose to ignore the Cost column of the Typical Traveling Day table in favor of the following: During Settling, all players deduct 2 pints of water, and 1 days worth of rations from their character's inventory to reflect the food and drink consumed during the journey. \pagebreakNum # Traveling Pace While traveling, a group of Adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes Characters less perceptive, while a slow pace makes it possible to sneak around and to Search an area more carefully. --- At the beginning of the day, your party decides how fast they will travel; Slow, Normal, or Fast. A slow pace is careful, quiet, attentive, and makes foraging or hunting much easier, but covers little distance in a day. A Fast pace is reckless, exhausting and noisy, but also covers far more ground. A normal pace is a balance between the two. | Pace | Distance Minute | Distance Hour | Distance Day | | ------ | --------------- | ------------- | ------------ | | Slow | 400 feet | 4 miles | 30 miles | | Normal | 300 feet | 3 miles | 24 miles | | Slow | 200 feet | 2 miles | 18 miles | ### Forced March The Travel Pace table assumes that Characters Travel for 8 hours in day. For each additional hour of travel beyond that, each player or their mounts (if riding or in carriage) must make a Constitution saving throw at the end of every hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character or its mount suffers one level of Exhaustion (see Conditions ). If the party is moving at a slow pace, they gain advantage to the check, while a fast pace imposes disadvantage. ### Mounts and Vehicles If you travel by horse or carriage and you cross commute or hike terrain, increase the travel speed by 2 mile per hour. If you choose to gallop by horse and you cross commute terrain, increase the travel by 4 miles per hour instead. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh Mounts are available every 8 to 10 miles, Characters can cover larger distances at this pace, but this is very rare except in densely populated areas. Certain Special Mounts, such as a Pegasus or Griffon, or Special vehicles, such as a Carpet of Flying, allow you to Travel more swiftly. However, this assumes fair winds and clear skies. \columnbreak High winds or inclement weather are considered difficult terrain for flying creatures, and nearly all winds at a height of a few hundred feet are high winds. Each hour of flight through difficult terrain will incur a constitution save to avoid exhaustion for both rider and mount; DC10 + 1 for every hour of consecutive flight. In any weather, a flying mount must rest 1 hour for every 3 hours it flies. Characters in wagons, carriages, or other Land Vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to Travel for up to 24 hours per day. ### Slow Pace * The party makes all travel action checks with advantage * Constitution saving throws against exhaustion due to forced march or action are made with advantage Traveling at a slow pace implies the party is taking routes which hide their movement using terrain and obstacles and they are being very careful and attentive. Note that this isn't used when the party spots a group of enemies or are approaching a fortified location such as a fortress or Orcish camp. Rather, these checks are made at the start of the day (or the start of their decision to start traveling at a slow pace - more on that later) to avoid any possible encounters, stay true to their route, and come up with food at camp that evening. ### Normal Pace * Stealth checks made to Sneak are made with disadvantage Traveling at a normal pace describes the average adventuring party walking single file along the path. They may be following a road, traveling the path of least resistance through a forest, or following along a cliff edge through a mountain pass. While the party can attempt to stay low in the terrain and try to remain hidden, they are still traveling quickly enough to make noise, giving disadvantage to stealth. ### Fast Pace * Perception checks and Travel Action checks are made with disadvantage * The party cannot take the Draw a Map, Gather, or Sneak Travel Actions * The party leaves clear and obvious signs of their passing that any tracker can follow * Constitution saving throws against exhaustion due to forced march or action are made with disadvantage \pagebreakNum
A Fast pace is the most direct route to their destination. The party walks quickly or jogs, taking direct paths across plains, moving along ridgelines in forests or mountains, or staying on the road in civilized areas. If you are not using distance measurement, assume a fast pace is a day and a half of travel in a single day. At a fast pace, the adventurers pay more attention to their path than their surroundings, and since the party is loud and immediately visible, they cannot attempt to stay hidden. And because the adventurers are taking the most direct route, they may snap low branches, stomp down underbrush, or leave footprints that anything hunting them can find. ### Mixed Pace If at any point during the day, your party decides to change their pace, you will either need to measure the day's progress with what pace they spent the majority of the day traveling, or if you are using distance, how many hours they spent at each pace. Multiply the hours they spent at a slow pace by .75, and hours they spent at a fast pace by 1.5 to determine hours of distance they progressed toward their destination. Obviously, some rolls you had them make at the beginning of the day will have additional penalties or benefits when they change pace. Have the party roll new skill checks for any check which has a new penalty or benefit \pagebreakNum
# Travel Actions During Travel Phases (or Legs), players may choose one of the following activities in accordance with the chosen travel pace. Each activity has an associated ability check made to determine your success or failure during the Travel Phase. Rules surrounding the Travel Actions are given first, followed by a list of Travel Actions available while exploring the boundless wilds. ### Traveling in a Vehicle While moving in vehicles, you are not actively traveling or riding a mount. The time spend in a vehicle is treated as time in a camp, and allows one to take Camp Activity (excluding the Explore, Gather, Keep Watch, and Modify Campsite actions) at your DM's discretion. ### Forced Action There are times when adventurers must stay one step ahead of an enemy in pursuit, or spend every waking hour to secure enough rations to not go hungry. During forced march, players may choose to spend an additional 2 hours (if using Travel Legs) or 4 hours (if using Travel Phases) to complete one additional Travel Action. Should a character take a forced action, they suffer disadvantage on their Constitution saving throw to resist exhaustion caused by the Forced March. \columnbreak ### Hunting Companions Animals can provide more than just companionship and protection. When properly trained, certain animals (up to the DM's discretion) can be invaluable members of an expedition into the wilderness by helping track and hunt. When such as creature travels alongside the party, one adventurer may choose to gain advantage on one Track, Hunt & Forage, or Keep Watch check every Travel Phase (or Leg, if applicable). A trained hunting dog can be purchased from trainers for 100gp. Hunting dogs use the Mastiff stat block in the PHB (pg. 307) and require one ration of food and water per day. ## Travel Actions At the start of each Travel Phase (or Leg, if applicable), the party assigns one character to be the Navigator (taking the Navigate Travel Action) and the DM inquires if anyone will be taking the Control Mount/Vehicle Travel Action, which is rolled for immediately, followed by the Navigator's check. Afterwards, all remaining characters may choose to take one of the following Travel Actions, which are dealt at random. Certain actions cause a character to suffer disadvantage on Perception checks while performing them, keep in mind that creatures with disadvantage to Perception subtract 5 from their Passive Perception Score.
\pagebreakNum #### Navigate Unless the party is on a road or some other obvious path of travel, one character in the party must spend their Traveling Action navigating. Make a Wisdom (Survival) or Navigator's Tools check against the environment's Navigation DC. This check automatically fails if you are navigating to a destination you do not know the location of. Depending on your resources and knowledge while navigating, this check changes as follows: * You have disadvantage on your Navigate check and the DC of navigating is increased by 5, if you are navigating only by enigmatic or obscure information (such as that of riddles or prophesy) * You have disadvantage on your Navigate check if you are navigating by memory or general direction, or if your Quarry has passed more then a day ago * You have advantage on your Navigate check if you are following an obvious road or path while aided by a record, detailed directions, or have traveled to the location before. Additionally, you have advantage on tracking a Quarry if they left an obvious trail, such as blood. Additionally, you gain the following bonus if you are navigating using a record, map or other chronicled resource: | Bonus to Check | Record Type | :--: | :---: | | -d6 | Wretched Record | |-d4 | Crude Record | | – | Normal Record | | +d4 | Detailed Record | | +d6 | Exquisite Record | | +d8 | Flawless Record | Alternatively, you may choose to make a Wisdom (Survival) check to track a Quarry, instead of seeking out a predetermined destination. When you do so, compare your check against your Quarry's stealth check. While taking this Travel Action, you are distracted by your activities, making any Wisdom (Perception) check at disadvantage. ##### Making Progress Successfully navigating means the traveling party makes progress towards their destination. If your check succeeds by 5 or more, increase the travel pace of this Travel Phase (or Leg, if appropriate) by 1 mile per hour. If your check succeeds by 10 or more, or is a critical success, increase the travel pace of this Travel Phase (or Leg, if appropriate) by 2 mile per hour instead. ##### Losing your Way Failure means the traveling party is impeded in their travels due to complication (such as becoming lost, having to take a detour, or because they got slowed by difficult terrain). If you fail on a Navigate check, decrease the travel pace of this Travel Phase (or Leg, if appropriate) by 1 mile per hour. If your check fails by 5 or more, your traveling speed this Travel Phase (or Leg, if appropriate) is halved (rounded down), as you travel in a direction adjacent to your destination. If your check fails by 10 or more, or is a critical failure, you become lost. ##### Lost & Found While lost, the party travels a number of miles in a random direction equal to their travel pace. The DM rolls a d8 (if traveling on grid or by wind directions) or a d6 (if traveling on hexes) to determine what direction the party travels–Treating the direction of the party's destination as 1 and moving clockwise. Even if the party still travels in the general direction of their destination, they do not locate it during this Travel Phase (or Leg, if appropriate) and are instead forced to regain their bearings before moving on. Depending on the nature of the party's surroundings, getting lost might entail additional complications and dangers. While the party is lost, they are unaware of their current location on any map of the region they have and might not even be aware they are lost It is up to DM's discretion whether or not to reveal to the party that they've become lost: after failing their navigation check, at the end of the Travel day, or only when the party realizes their state. Figuring out that a party is lost can happen by accident, or through clever deduction (See Those Who Wander are Lost). Succeeding on a Navigate check after becoming lost allows the party to realize they are indeed lost and they can choose to either continue pressing forward on a new route with disadvantage, or to spend one Travel Phase (or Leg, if appropriate) stationary; studying their surroundings to chart a safe road back the closest path they've traveled before getting lost. Journeying back to the closest path traveled before getting lost requires no Navigation checks, only time. > ##### Those Who Wander are Lost > Running a traveling scene is difficult work, and should a party become lost, a DM must guide them back to their original path. This can be done by simply informing the players that they've become lost, but for more adventurous groups, DM's are advised to narrate the environment. > > Landmarks noticeable above the canopy, strangely formed natural obstructions, or visuals that give away the location of other creatures in the area can all be used to imply circular travel. Clever players may realize that the rock formation they travel past is one they've seen before, or the tower they were meant to keep to their east is now south of them; clear signs that one is not going where they are meant to. > > Try to reward your players' critical thinking and their character's special skills. If you have a druid in your party, take note of the animals or mystical plants they come into contact with. Should your ranger have a high Passive Perception, note familiar tracks and landmarks. Or, should your wizard's keen intellect allow him to remember that the moss only grows on the north side of the trees which they are passing, point this out! \pagebreakNum #### Bolster _Even on the road, a good song, chat, or story might lift the spirits of your companions. Traveling alongside your companions, you can choose to entertain them (and yourself) to boost morale._ Make a DC 10 Charisma (Performance) check. This DC may be altered at the DM's discretion to reflect current morale, environmental influences, or the entertaining preferences of your crowd. Should you have proficiency with Musical Instruments, or other tools appropriate to your type of Entertaining, your DM may allow you to make a different check using the appropriate tools or skills. Successfully entertaining those around you grants all party influenced party members advantage on their next ability check or saving throw made while traveling. While taking this Travel Action, you are distracted by your activities, making any Wisdom (Perception) check at disadvantage. #### Chronicle _Taking in the environment's knowledge, you focus on studying your surroundings, or documenting a record your journey (creating maps, drawings, or written instructions). These records are capable in aiding you in your current or future travels, and are often a highly sought after commodity._ Make an Intelligence (History) check against the Identification DC of the environment. Should you have proficiency with Cartographer's tools, or other tools appropriate to your type of Chronicling, your DM may allow you to make a different check using the appropriate tools or skills. If your Navigator succeeded their navigation check this Travel Phase (or Leg, if appropriate), you have advantage on your Chronicle check. Should they have failed their check by 5 or more, you have disadvantage on your Chronicle check. Should your party be lost, your check automatically fails. > ##### Optional: Identificator > The DM may choose to make the record created by the Chronicle action dependent on the Identification DC, instead of a set value, to increase the difficulty of creating a functional record in more obscure areas. > > Using this optional rule, add all Chronicle check values and divide as normal, comparing it to the lowest Identification DC of the traveled environments. Should the final value of the Chronicle checks succeed or fail the Identification DC by a margin of 5 or more, consult the Optional Rule DC column in the Chronicle Record table. > > Additionally, the DM may choose to grant players additional benefits for studying smaller regions, to convey the difficulty of mapping out larger treks. Should the DM use this rule, players gain advantage on taking the Chronicle actions to map out environments of the Medium size category or smaller, while suffering disadvantage on Chronicle actions made to map out larger environments. For each Travel Phase (or Leg, if appropriate), note if you succeeded or failed your Chronicle check. Once you reach your destination (your choice), add together all your checks and divide that total by the total number of Phases (or Legs, if appropriate) traveled, comparing it to the Chronicle Record table below. While taking this Travel Action, you are distracted by your activities, making any Wisdom (Perception) check at disadvantage. ##### Chronicle Record | DC | Record Created | Optional Rule DC | | :--: | :---: | :--: | | <5 | Wretched Record | Failed by 10 or more | | 5 | Crude Record | Failed by 5 or more | | 10 | Normal Record | DC reached | | 15 | Detailed Record | Succeeded by 5 or more | | 20 | Exquisite Record | Succeeded by 10 or more | | 25 | Flawless Record | Succeeded by 15 or more | #### Control Mount / Vehicle _You stay at the front of the wagon, maintaining steady pace of the animals and avoiding road obstacles that slow down or damage the carriage._ If you are controlling a mount, make a Dexterity (Animal Handling) check against the environments Navigation DC. If you are controlling a land vehicle, this is a Dexterity (Land Vehicle) check instead. At the DM's discretion, these checks may be replaced with different checks using more appropriate tools or skills. This check is made with disadvantage if you are steering Mounts or Vehicles through difficult or obscured terrain. On a success, Navigate checks are made with advantage during this Travel Phase (or leg, if appropriate). If your check succeeds by 5 or more or is a critical success, you may increase the party's travel pace by 1 mile per hour for the rest of the Travel Phase (or leg, if appropriate). If your check fails by 10 or more or is a critical failure, you face a complication (such as a cart wheel breaking down, facing an encounter, or getting stuck). While taking this Travel Action, you are distracted by your activities, making any Wisdom (Perception) check at disadvantage. #### Gather _When travelling, adventurer's might be surrounded by abundant resources that may be used. An adventurer may attempt to gather some of these resources, by gathering crafting resources, or hunting, fishing, or foraging._ Make an appropriate Gathering check or Wisdom (Survival) check against the environment's Foraging DC. On a successful check, you locate an appropriate resource, as rolled on the appropriate Gathering table, or on the Foraging table of the environment traveled through. On a failure by 5 or more or when rolling a critical failure, you instead face a complication (such as a natural hazard, facing an encounter, or damaging your equipment. While taking this Travel Action, you are distracted by your activities, making any Wisdom (Perception) check at disadvantage. \pagebreakNum
#### Lookout _Danger can be around any corner, and an adventurer may choose to keep an active lookout for hazardous environment or for hostile opponents._ Make a Wisdom (Perception) check. The result of this check is used in place of your passive Perception for the group check (see Noticing Dangers). If you roll lower than your passive Perception, you may choose to use the value of your passive Perception instead, but your Traveling Action is still used to keep Lookout. > ##### Noticing Dangers > Every character remains alert to danger while traveling, and doing so requires no special effort on the character's part. When a party begins travel, the DM may assemble their passive Perception scores. These will be used for a group check (described on page 175 of the Player's Handbook) to determine if the party spots danger before stumbling upon it. > > A character can generally only stay alert to danger if they are in a position where they can reasonable do so. If one decides to take a nap in a cart, for example, their passive Perception isn't added to the group check. #### Scout _Curiosity is a strong force and those who follow it may be rewarded. Scouts seek out discoveries on the horizon, traveling slightly ahead to keep a look out for favorable paths and hidden locations_ Make an Intelligence (Investigation) check to scout against the environmnent's Landmark DC's. On a success, you may stumble upon landmarks in the area that could help future navigation, locations of interest, or spot useful information for a companion. In addition, if your check beats the navigation DC by 5 or more, you may give one creature advantage on their Travel Action check. On a failed check, you run into a complication instead, such as a facing an encounter, getting stuck in a dangerous hazard, or stumbling upon a scene you were not meant to see. #### Sneak _Sometimes you need to move quietly for a while to avert the eyes and ears of close by enemies or to cover your tracks and take detours to shake off possible pursuers._ In order to keep covert, you don't need the whole party to perform the Sneak Action, as the party members that do, can try to keep everyone else as stealthy as possible. Add the Dexterity (Stealth) check results of all sneaking party members together and divide the sum by the number of all players in the group (rounding down). This is the final and effective result for the group's efforts. \columnbreak #### Tend to Animals _Spending time with your mount is a great way to bond._ Make a Wisdom (Animal Handling) check against the Taming DC of the creature you are bonding with. Note down each time you succeed. After 10 successful checks, your bond with the creature increases by 1 level. While taking this Travel Action, you are distracted by your activities, making any Wisdom (Perception) check at disadvantage. #### Trailblaze _Traveling through difficult terrain slows you significantly. You can help your companions by clearing a clear path for them to follow._ Make a Strength (Athletics) check against the Navigation DC. If you succeed, the terrain's travel speed penalty is reduced by 1 mile per hour (to a minimum of 0). If you succeed by 5 or more, the terrain's travel speed penalty is reduced by 2 miles per hour instead. If you fail the check by less than 5, you still reduce the terrain's travel speed penalty by 1 mile per hour (to a minimum of 0), but you suffer one level of exhaustion at the end of the Travel Phase (or Leg, if appropriate). While taking this Travel Action, you are distracted by your activities, making any Wisdom (Perception) check at disadvantage. \pagebreakNum
# Rest & Recuperate When traveling for an extended period, it will be necessary to find, create, or purchase refuge in order to avoid exhaustion. Without shelter of some kind, rest becomes difficult. Shelter can take one of three forms: Campsites, Natural Campsites, and Outposts. ## Outposts Outposts are small fragments of civilization where weary travelers can rest and recuperate. These outpost's come in many forms but are usually roadside inns, hospitable camps, and trading posts. While some outposts allow strangers to stay with them most ask for coin in exchange for a place to stay. Securing room and board at one of these establishments is enough to get any unfortunate adventurer back up to peak condition. While roadside inns simply offer warm food and warm beds, outposts are strategic spots where traders, mercenaries, farmers, and all other sorts have established a kind of "temporary but permanent" village out of circumstance. Whether situated at a vital crossroads or before a major river crossing, you can often find eccentric individuals and exotic goods up for barter. There is only one rule universally recognized by all outposts: no fighting in the camp. Doing so will see you removed immediately, likely absent a decent sum of money (or even a finger). Resting at any roadside inn or outpost counts as resting in a safe space and allows you to wake up feeling Well-Rested. ## Campsites Campsites are basically what you'd imagine–a ring of tents, a campfire, sleeping on bedrolls and seeing the open sky. A campsite is the most basic form of travel refuge and provides the fewest benefits. However, the ubiquity of the necessary supplies and the ability to set up just about anywhere more than makeup for the discomfort. In order to set up a campsite, the party must have enough camping supplies for each member. These supplies consist of tents, bedrolls, light sources and other miscellaneous outdoor tools, and can be acquired inexpensively from most settlements. In a pinch, extra camping supplies can even be crafted from materials gathered in the wild, perhaps using Leatherworking Tools or other artisan's tools. Using a campsite to rest during a journey provides the benefits of a long or short rest as usual. When far from the comforts of civilised society, adventurers may wish to set up a more permanent base of operations from which they can recuperate and resupply. Such a base might have a permanent fire-pit, dedicated food preparation space, sitting areas, or even constructed shelters. Setting up a campsite, and remaining in place for 3 days while performing only simple activities (such as crafting, reading, or gathering nearby materials) causes the camp to become an outpost. \columnbreak
## Natural ## Campsite Natural Campsite are a type of Campsite found naturally in the wild. They usually consist of caves, abandoned animal dens, rocky outcroppings that block the wind, or other such naturally occurring protection from the elements. They can be difficult to find (especially unoccupied), but provide ample security if you can locate one. When it's time to make camp for the night, players can choose to start looking out for a suitable camping location. If, during the last Travel Phase (or Leg, if appropriate), any character took the Scout Travel Action, the DM may ask them to roll another Intelligence (Investigation) check against the environment's Foraging DC to seek a natural campsite. Should either their scouting check or the new check succeed, the party is able to find natural campsite. If no character took the Scout Travel Action during the last Travel Phase (or Leg, if appropriate), the party is only able to find natural campsite should the Navigator have succeeded their Navigation check by 5 or more. Once a natural campsite has been discovered, it will become a Point of Interest on the world map for your party to revisit at another time without having to search for it. Each natural campsite found is defined by up to three different properties (see below), determined by the DM at random. Every natural campsite generally has 1 property. For every 5 points rolled above the DC, the campsite gains an additional property. For every additional character that took the Scout action, the campsite also gains a property. Campsites can have up to 3 properties. It takes 1 additional hour to seek out a new campsite. Natural Shelters can be made into outposts following the rules for permanent campsites (see Campsites). | d6 | 1st Property | 2nd Property | 3rd Property | | --- | ------------ | ------------ | ------------ | | 1-2 | Defendable | Comfortable | Hidden | | 3-4 | Comfortable | Defendable | Comfortable | | 5-6 | Hidden | Hidden | Defendable | ### Comfortable Campsite _The campsite is reasonably protected against all but the harshest weather. A campsite without this feature is uncomfortable, does not protect against precipitation or winds and allows only for restless nights._ When short resting in an uncomfortable campsite, you only regain one quarter of your maximum hit dice (rounded down, minimum 0), and you cannot reduce your exhaustion level during your rest.
\pagebreakNum When resting in a comfortable campsite, you take rests as usual. If this property is selected twice, the campsite becomes increasingly comfortable: sleeping in the campsite counts as sleeping in a bed, and you wake Well-Rested. If a campsite possesses the Comfortable property three or more times, resting in this camp revitalize the user greatly; when rolling hit dice, characters may roll all hit dice with advantage and you have advantage on all saving throws you make to avoid or end diseases afflicting you. ### Defendable Campsite _The campsite has a natural barrier or is otherwise difficult to reach (e.g. inside the canopy of a large tree or up on a rock ledge)._ Campsite without this property can be entered freely and do not require a check. Approaching creatures need to succeed on a DC 15 Strength (Athletics) check to enter the campsite. This property can be selected twice, increasing the DC to enter the campsite to 20. If a campsite possesses the Defendable property three or more times, your campsite is guarded to such a point you rarely have to worry about your safety: You can take two Camp Actions instead of one, provided one of the two Camp Actions is the Keep Watch Action. ### Hidden Campsite _The shelter is removed or obscured from prying eyes (e.g. a cave behind a waterfall or under the leaves of a huge willow tree)._ A campsite without this property can be found without any checks. Approaching creatures need to succeed on a DC 15 Intelligence (Investigation) or Wisdom (Perception) check to find the shelter. Additionally, you have advantage on Keep Watch checks. This property can be selected twice, increasing the DC to find the campsite to 20. If a campsite possesses the Hidden property three or more times, your senses are honed to spot even the smallest detail; you have a +2 bonus on all Camp Action checks made in this camp. \columnbreak #### Natural Campsites by Terrain Terrain and time are the major factors that determines the chance for adventurers to be able to locate a natural shelter or construct something out of materials they find in the area they are. - ***Arctic.*** Arctic zones has no useful vegetation that adventurers can use for shelter, but characters can find crevasses and make improvised snow walls that can provide some protection against wind. - ***Desert.*** Desert zones has little to no vegetation that adventurers can use, but they can run across irregularities in the surface, such as large rocks and some dunes that can provide shelter on at least one side. - ***Forest.*** Forest zones are one of the easiest terrains to find natural shelter. Trees and large plants can give adventurers some protection from wind and rain. In a forest, boughs or branches can be cut from trees and laid across a grid of poles to give characters a roof over their heads and protection from wind. - ***Hills.*** Hills are full of irregular terrain that can serve as a simple windbreak. Additionally, thick vegetation is fairly abundant during most of the year, allowing adventurers to fashion a windbreak out of it. - ***Mountains.*** Mountains, for this purpose, are considered to be rough, rocky areas with little or no vegetation. However, adventurers can come across some natural features, such as caves and alcoves that are large enough for the group. - ***Plains.*** Plains are generally flat, but not necessarily featureless. A small gully might help adventurers to get out of the wind. Additionally, if a plain has some vegetation, characters may be able to gather enough branches and greenery for a windbreak. - ***Swamps.*** Swamps commonly have vegetation that can be scavenged and used as shelter, and characters can come across a fallen tree or similar feature that can help as a shelter. > ##### Building Campsites > Creatures can also build their own campsites. Spending one hour gathering, the characters may make a Wisdom (Survival) check against the foraging DC. On a success, a campsite with 1 property gets created. For every 5 points rolled above the DC, the shelter gains an additional property. On a failure, the campsite is still created but has no properties.
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## Campsite components Building a campsite is difficult work, as campsites are varied locations which can include any number of components. The following Campsite-only Components influence the campsite's appearance and statistical benefits. - **Winter Clothing.** While wearing winter clothing, your warmth level is increased by 2. - **Travelers Clothing.** While wearing traveler's clothing, your warmth level moves 1 level closer to comfortable. - **Heavy Armor.** Armor is a severe detriment in extreme temperatures as the metal heats or conducts cold to the wearer. While wearing heavy armor, move 1 level away from comfortable in an appropriate direction. - **Desert Clothing.** Loose fitting and light colored clothes made to protect from the sun. While wearing Desert Clothing, your warmth level decreases by 2 levels. - **Torches.** Carrying a torch raises one’s Warmth level by 1 while holding it. ### Campfires When Settling and creating a camp, the first decision to make is whether or not the party wants to create a campfire. This source of light can serve as a beacon of warmth, can keep away insects and other pests, and has ample space to cook or craft above. However, they might also attract unwanted attention. Three sizes of campfires can be made: Campfire, Bonfire, or Pyre. Each fire gives off light, as seen on the Campfire table below. Additionally, each campfire has a set size: Campfires are medium, Bonfires Large, and Pyres Huge. To benefit from the fire's warmth, each fire also has Warm- th Radius: Campfires warm all within 10 feet, Bonfires all within 15 feet, and Pyres warm all those within 20 feet of it. ##### Campfire | Campfire Size | Bright Light | Dim Light | Check Required | | ------------- | ------------ | --------- | -------------- | | Campfire | 40 ft. | 20 ft. | 1 | | Bonfire | 60 ft. | 30 ft. | 2 | | Pyre | 80 ft. | 40 ft. | 3 | While within the Warmth Radius of a fire, your Warmth level increases by 1. Being within 5 feet of the active fire, instead increases your Warmth level by 2. Staying within 5 feet of an active fire for an hour or more instills the Warmed Up condition, lasting 1 hour: You gain advantage on all checks made to resist Extreme Cold effects. Additionally, while in the light of a fire in humid climates (as well as in environments with the insect swarm feature, or otherwise sport hostile insects) all encounter checks determining the presence of insects are made with disadvantge. Smoke and light are easily visible and might be noticed by travelers and bandits. Encounter checks made while a fire is active have advantage. While making a campfire is an activity that can usually be hand-waved (otherwise taking an hour and a Wisdom (survival) check against the environment's Foraging DC), the resources needed to keep a fire burning are tracked.
\columnbreak Should any player have taken the Gather or Trailblaze action within the past 24 hours, it is presumed they have foraged for firewood and can keep the fire burning for 8 hours. Otherwise, the fire threatens to go out a number of times equal to the Checks Required column in the Campfire table. To find enough resources to keep a campfire burning, creatures must take the Gather Camp Action to forage for firewood. On a success, the fire continues burning. On a failure, the fire goes out at the end of that watch. ## Resting ### Short Rest A Short Rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a Short Rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains Hit Points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a Long Rest, as explained below. A character not at full health can't spend any Hit Dice after finishing a short rest until someone expends one use of a healer's kit to bandage and treat the character's wounds. ### Long Rest A Long Rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, Fighting, casting Spells, or similar Adventuring activity—the Characters must begin the rest again to gain any benefit from it. A long rest requires adventurers to bunk down doing minimal activity for 8 hours. Consequently, it can be generally divided into 4 segments, or watches. Watch 1 (hours 1-2), Watch 2 (hours 3-4), Watch 3 (hours 5-6), and Watch 4 (hours 7-8). An adventurer typically needs to sleep for 6 hours, and consequently can take one Camp Action in their free time during one of the four watches. At the end of a Long Rest, a character regains all lost Hit Points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a Long Rest. A character not at full health can't regain any Hit Points after finishing a long rest until someone expends one use of a healer's kit to bandage and treat the character's wounds. Finishing a Long Rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. A character can’t benefit from more than one Long Rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits. \pagebreakNum
### Going without a Long Rest A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effect of sleep deprivation on characters and creatures, use these rules. Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion. It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 24-hour period without a long rest, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest. ### Well-Rested Many adventurer's are forced to sleep on the hard ground or in raggedy tents during their long journeys and while this does grant the benefits of a long or short rest, there are other alternatives. Sleeping in a safe bed will grant the players the well-rested benefit, giving them 1 inspiration. Additionally, it will return all hit dice on a long rest and allow players to level up. So, a good reason to book a room at that inn you've been eyeing! Some inn's, mansions, and outposts, will even facilitate a better environment for sleeping (usually at a higher cost) and allow a player to fully recuperate, regaining all their health during a short rest, and removing all exhaustion on a long rest. ## Optional Rulesets The following optional rules are provided for players and DM's to further customize the camping experience. ### Camping Supplies Not all groups enjoy dealing with the micromanagement of camping resources that Dungeons & Dragons makes use of. To simplify the use and notation of equipment, a DM can choose to play with the following optional items, replacing bedrolls, blankets, iron pots, mess kits, and tents: \columnbreak #### Additional Equipment **Camping Supplies (5 lbs, 2 Gp).** _Travelers supplies used for setting up camp in the wilderness._ A collection of bedding, kindling, and anything else necessary to survive life on the road. **Crude Supplies (3 lbs, 1 Gp).** _Traveling without proper supplies is a danger any adventurer faces, but lacking supplies are still better than nothing._ Crude supplies include broken or ragged bedding and kindling. **Fancy Supplies (7 lbs, 10 Gp).** _The adventuring life is only as uncomfortable as one can afford, and with Fancy Supplies, you travel like nobility._ A collection of comfortable bedding, variety of campfire tools, and sheltering tent components. While resting with hunter's supplies, your camp has the Comfortable property. **Military Supplies (7 lbs, 10 Gp).** _The roads are dangerous, but you are well aware of how to counter their peril._ A collection of safe bedding, variety of defense tools, and protected tent components. While resting with soldier's supplies, your camp has the Defendable property. **Concealing Supplies (7 lbs, 10 Gp).** _Staying out of sight is the backbone of any adventurer's camp._ A collection of camouflaged bedding, variety of disguising tools, and covert tent components. While resting with concealing supplies, your camp has the Hidden property. **Shelter Supplies (+3 lbs, +1 Gp).** Made to protect from the weather, these supplies include tarps, tents and hoods. While resting with shelter supplies, you make all Constitution saving throws against weather effects with advantage. **Hunter's Supplies (+5 lbs, +5 Gp).** A collection of hunting traps, bait and foraging equipment. While resting with hunter's supplies, you make all foraging checks with advantage. Additionally, after finishing a long rest, you gain a day's worth of rations and are capable of filling up one waterskin. **Cooling Supplies (+2 lbs, +8 Gp).** A collection of thin fabrics, components to create shade, and anything else necessary to survive in extreme heat. While resting with cooling supplies, you make all Constitution saving throws against extreme heat with advantage. **Warming Supplies (+3 lbs, +5 Gp).** A collection of furs, blankets, and anything else necessary to survive in extreme cold. While resting with warming supplies, you make all Constitution saving throws against extreme cold with advantage. \pagebreakNum #### Supply Rules During the Settling Phase, each players can expend 1 set of Camping Supplies to set up camp for themselves. Setting up camp allows the player to rest at the newly created Campsite. Setting up camp with Crude Supplies provides characters with lacking provisions; characters resting at a Campsite made of Crude Supplies regain only half the amount of hit dice they would usually and can only heal up to half their hitpoint maximum. Two sets of Crude Supplies can be expended to act as one set of Camping Supplies. ### Supplies & Rations DM's can choose to further augment the Camping Supplies optional rule by adding daily food and drink intake to the contents of Camping Supplies. Using this rule, the weight of all listed supplies (Camping, Crude, Fancy, Military & Concealing) increases by 3 lbs. and the cost of each set of Supplies increases by 1 Gp. \pagebreakNum
\columnbreak ## Camp Actions Camp Actions are things you can do during a rest that make the most of your time - while adventurers need their beauty sleep (well, most of them), there's always a few spare hours during a Long Rest you can spend in one of the following ways to better prepare yourself for the harrowing times to come. All Camp actions take 2 hours and can only be performed in an Outpost or Campsite. ### Unique Sleeping Traits Some races have unique sleep requirements. They consequently spend less of their time sleeping or sleep in unique ways. They can take the "Keep Watch" action as many times as they have available time for after taking care of whatever other resting needs they have, but may take only one other Camp Action while gaining the benefits of a long rest, as these actions represent as much light activity as can generally fit into your rest schedule. ### Camp Actions #### Bolster *Sometimes a boost in moral is needed and an adventurer can supply this. Both for personal enjoyment and that of others, you can decide to spend your short or long rest entertaining. This can come in many forms, from playing games, chatting with companions, or giving a hearty speech, beautiful song, or twisting story to those around you. Doing so will change your relationships with others, boost crowd morale, and allow one various opportunities.* At the end of the rest, you make a check pertaining to the activity performed with a DC of 10 (changed at the DM's discretion). Successfully entertaining those around you during a short rest, grants each character an additional d4 added to the first skill check they make within 8 hours after resting. Successfully entertaining those around you during a long rest will grant each character 1 Inspiration which can be used until the end of their next long rest. You can take this Camp Action while take the Keep Watch action, but are distracted by your activities, making any Wisdom (Perception) check at disadvantage. #### Care for the Wounded You go around camp, making sure that the wounds of up to six creatures other than yourself are properly cleaned and dressed. All characters must be at full health, or all wounds must be bandaged before being able to gain any benefits from this Camp Action. At the start of the rest, make a DC 15 Wisdom (Medicine) check for each patient, in order to assess the wounds and properly dress them. Successfully caring for the wounded during a short rest, creatures cared for by you can treat any hit dice rolled as having rolled their maximum value. Successfully caring for the wounded during a long rest, allows all creatures to make Constitution saving throws to avoid or end poison or disease afflicting them with advantage for the next 24 hours. You can take this Camp Action while take the Keep Watch action, but are distracted by your activities, making any Wisdom (Perception) check at disadvantage. \pagebreakNum #### Craft *Sometimes, during an adventure, adventurer's might want to pursue a craft or repair an item.* Whether cooking, carving, or constructing, creatures that take this Camp action make 1 hour of progress on their Crafting project during a short rest, or 2 hours during a long rest. Crafting checks are made at the end of the creature's rest. In order to take this action, the adventurer must have the related crafting tools and other requirements on hand. Certain professions do not allow non-subsequent or Campsite crafting, as noted in their description. Making crafting progress during a rest, allows you to count time crafting immediately before or after the rest (during Waking & Settling) as subsequent. You can take this Camp Action while take the Keep Watch action, but are distracted by your activities, making any Wisdom (Perception) check at disadvantage. #### Explore *The environment boasts many beautiful sights that are worth exploring. An adventurer might use their time trying to discover the new sights, learn of the dangers around them, or seek for opportunities in their surroundings.* Taking this Camp Action during a short rest allows you to make 1 Wisdom (Survival) check to scout. During a long rest, 2 attempts can be made instead. Every successful attempt allows you to find one point of interest in the vicinity of your Campsite. If your check succeeds by 5 or more, the next member of your party to pick the Navigate Travel Action before the end of your next Long Rest has advantage to their travel activity. On a failure, you instead face a complication (such as a natural hazard, facing an encounter, or damaging your equipment. Some landmarks can be easy to find (such as a river or a hamlet), while others are hidden from all but the most keen-eyed pedestrian (such as the meeting place of a secret cult or an archmagi tower hidden by powerful illusions). When the navigation DC is too high or low matching the landmark, a DM may opt to use the following Exploration difficulty instead: | DC | Description | | ---- |:----------------------------------------------------------------------------------:| | None | Landmark is unmistakable | | 5 | Landmark has a winding path | | 10 | Landmark lacks path and is in rolling, open terrain | | 15 | Landmark lacks path and is in dense terrain | | 20 | Landmark is hidden, with active efforts to conceal existence through mundane means | | 25 | Landmark is hidden using illusions or other magic | | 30 | Landmark is hidden using powerful magic | \columnbreak #### Gather *Campsites are often surrounded by abundant resources which can be collected.* Taking this Camp Action during a short rest allows you to make 1 appropriate Gathering check or Wisdom (Survival) check against the environment's Foraging DC. During a long rest, 2 attempts can be made instead. Every successful attempt allows you to locate an appropriate resource, as rolled on the appropriate Gathering table, or on the Foraging table of the environment your Campsite is present in. On a failure by 5 or more or when rolling a critical failure, you instead face a complication (such as a natural hazard, facing an encounter, or damaging your equipment. #### Interact with a Magic Item During a short or long rest you may interact with a magic item; attuning to or identifying it. Interacting with a Magic Item during a short rest allows you to interact with 1 item, while during a long rest, 2 items can be interacted with. You can take this Camp Action while take the Keep Watch action, but are distracted by your activities, making any Wisdom (Perception) check at disadvantage. * ***Attuning to a Magic Item:*** Items can be attuned with through proper concentration, provided the item has been identified before attunement. * ***Identifying a Magic Item:*** Magic items can be identified by casting the Identify spell on them, or ascertain the nature their magic through study. Make an Intelligence (Arcana) check. The DC depends on the rarity of the magic item, as seen on the Magic Item Rarity table. ##### Magic Item Rarity | DC | Magic Item Rarity | | --- | ----------------- | | 10 | common | | 15 | uncommon | | 20 | rare | | 25 | very rare | | 30 | legendary | #### Keep Watch Adventuring is dangerous, and adventurers often decide to long rest in strange places—sometimes it's best to set a watch. When an adventurer takes the Keep Watch action, they keep an alert watch for 2 hours during the night (selecting Watch 1, 2, 3, or 4). Make a Wisdom (Perception) check against the encounter DC of the area. #### Prepare *The life of an adventure has many challenges and it is only natural a cautious adventurer would want to prepare for them.* \pagebreakNum
Select one ability score to prepare for the upcoming day and perform an activity that hones it for the challenges ahead (you could prepare Strength or Dexterity through stretches or exercises, Intelligence through studying, Wisdom through meditation, etc). At the end of the rest, make an ability check using that ability score with a DC of 10. On a success during a short rest, you gain advantage on the first ability check related to your chosen ability score. On a success during a long rest, you gain a Preparation die, starting at as a d6. Each time you make an ability check related to your chosen ability score, roll the Preparation die and add it to the result. The Preparation die decreases by one step each time it is rolled until depleted (d6, d4, d2, depleted). You can take this Camp Action while take the Keep Watch action, but are distracted by your activities, making any Wisdom (Perception) check at disadvantage. #### Modify Campsite *Campsites might end up lacking in appearance or features, but one can spend a small amount of time to make sure it properly fits their needs.* One can choose to modify their camp in a number of ways. At the start of your rest, make the appropriate check (as seen in the description of the modification) against the environment's Forage DC. Due to a lack of time, when you take this Camp Action during a short rest, you have disadvantage on any check made to modify your camp. You can take this Camp Action while take the Keep Watch action, but are distracted by your activities, making any Wisdom (Perception) check at disadvantage. * **Camouflage:** *Characters may spend their time Camouflaging their camp and creating false tracks while covering their own to throw pursuers off their scent.* A successful Dexterity (Stealth) check adds the Hidden property to your Campsite if it doesn't already have it. * **Fortify:** *You can use wooden spikes or large boulders to barricade your campsite or dig a ditch and build rampart.* A successful Strength (Athletics) check adds the Defendable property to your Campsite if it doesn't already have it. * **Refine:** *Using leaves, wood, and thatch to refine their campsite, adventurer's might make it protected against the elements and comfortable to live in.* A successful Wisdom (Insight) check adds the Comfortable property to your Campsite if it doesn't already have it. * **Trap:** *You can set a number of small traps like caltrops, slings, and small pits around your camp to protect it from harm.* Make a Wisdom (Survival) check. The DC to find these traps with an Intelligence (Investigation) or Wisdom (Perception) check, as well as the DC for any saving throw made to resist their effects is equal to the result of your Wisdom (Survival) check. * **Addition:** *When a campsite doesn't fit the specific needs of an adventurer, one might be inclined to make personal changes to the campsite.* Depending on the addition, objects, platforms, and walls can be created on a successful Wisdom (Survival) check. \columnbreak #### Slumber *Sometimes a hard day of adventuring deserves a little extra shut eye and recuperation. Taking this Camp Action is more akin to a camp inaction; resting to get the full recommended 8 hours of sleep.* Taking this Camp Action during a short rest allows to make a DC 10 Constitution Saving Throw. On a success, you reduce any levels of Exhaustion by 1. Taking this Camp Action during a long rest allows to reduce any levels of Exhaustion by 2, and wake up Well-Rested. While Slumbering, your passive perception is 0 and you automatically fail Wisdom (perception) checks. #### Tend to the Animals *Long journeys can prove taxing and dangerous for animals if they are not properly cared for. An adventurer can make sure that their mounts and other animals are properly fed, secured, and check for any signs of wounds or illnesses.* Taking this Camp Action during a short rest allows you to make 1 Wisdom (Animal Handling) check against the Taming DC of the creature you are bonding with. During a long rest, 2 attempts can be made instead. Note down each time you succeed. After 10 successful checks, your bond with the creature increases by 1 level. On a failure, the animal still receives its normal care, but it's bonds are not increased. You can take this Camp Action while take the Keep Watch action, but are distracted by your activities, making any Wisdom (Perception) check at disadvantage. #### Various Tasks Sometimes you will have a task that requires your time, but does not fit into the above options. Tasks performed during this time range from attaining personal care (washing, shaving, etc.), to using class features, or reminiscing of old times (a quick flashback for a redone history check). For example, copying spells to your spell book as a Wizard. When engaging in such a task, you can replace your Camp Action with making two hours of progress toward that task. At your DM's discretion, this task may require light or heat. You can take this Camp Action while take the Keep Watch action, but are distracted by your activities, making any Wisdom (Perception) check at disadvantage. \pagebreakNum
## Environments To make travel engaging and easy to prepare, this section introduces environments in stat blocks similar to that of a creature's. Using this method, environments are modularly prepared but can be highly variable. An environment as defined in this book is any single area that has some set of consistent properties. Though generally used to refer to areas within nature, it can also be used to refer to cities or large towns. Most environments consist of relatively uniform flora, fauna, temperature, and weather across the area. Environments also can include specific points of interest, such as a hunter's lodge within a forest, or a witch's hut within a swamp. A sample of the environment statistics has been provided, alongside a sample Foraging and Hunting table.
\columnbreak ---- > ## Sample Location Name >*(Size) (Danger Level) (Age) (D&D environment)* > ___ > | Navigation | Identification | Foraging | > |:---:|:---:|:---:| > | DC 10 | DC 10 | DC 10 | >___ > - **Reputation:** – > - **Travel.** (Terrain) (Type), (Speed Modfier) > - **Visibility.** – > - **Helpful Languages.** (e.g. Common, Dwarvish, etc.) > ___ > >
**(Feature Name).**
(Feature Description) > >
**(Feature Name).**
(Feature Description) > > ### Notable Locations > >
**DC 10 • Location Name (Location Type).**
(Location Description) > >
**DC 10 • Location Name (Location Type).**
(Location Description) > >
**DC 10 • Location Name (Location Type).**
(Location Description)
### Foraging and Hunting *On a successful Wisdom (Survival) check made to forage or hunt, roll for what kind of flora, fauna, or other resource is encountered.* | d100 | Hunting Encounter | Foraging Encounter | | :---:| --- | --- | | 01–10 | 1d2 young elks | Empty quarry with 1 beehive full of honey near it| | 11–20 | Fresh pond with 1d4 clams near it | Fresh pond with 1 wooden fishing tackle neat it| | 21–30 | 2d4 mice | 1d4 huckleberry rations| | 31–40 | 1d6 rabbits | 2d6 red raspberry rations| | 41–50 | 1d4 sparrows | 1d4 spring onion rations| | 51–60 | 2d4 foxes | 2d4 parsnip rations| | 61–70 | 1d4 hawks | 2d6 radish rations| | 71–80 | A quarry with 1 copper bar next to it | A small stash hidden under a dock with 1 broken deserters leather armour near it| | 81–85 | 1 brown bear | 1d4 white button rations| | 86–90 | A hunter's trap with 1d4 rabbits in it | Small hillside quarry with 1 iron ore near it| | 91–92 | 1d4 boars | 2d6 morel ration| | 93–94 | 1 elk | 1d4 carrot rations| | 95–96 | 1d4 wolves | 2d4 garlic rations| | 97–98 | Fresh pond with 1 iron fishing hook near it | High cliff with nest and human remains from which 1d20 gold pieces can be taken| | 99–00 | 1 giant elk | 2d6 ginger rations|
\pagebreakNum ## Type An environment's type is a rough classification based on its features. This trait includes the environment's size, age, level of danger and classification. These traits provide a rough idea of the area. ### Size The size of the environment gives a quick indication of how large the area physically is. Smaller areas might only be a single lair holding special properties, or instead an entire continent-stretching forest. The following sizes can be used: | Size | Description | |:---------- |:---:| | Tiny | A self contained lair, single house, single street, single cave | | Small | A settlement district, a park, a few hills, single farmland | | Medium | Moderate forest, about 1-2 day's hike, a lake, single biome | | Large | A deep forest, a gulf, a city, a regular cave system | | Huge | A country, a metropolis, a large stretch of land | | Gargantuan | A continent, global area, an ocean | ### Danger Level The environment's danger level portrays the perils that lay within and also dictates how often the characters may face an encounter. Each area the party travels in has a level of danger described below. Additionally, each danger level provides a DC for Keeping watch or performing the lookout action; this is the Encounter DC. 2. ***Perilous (DC 25):*** Finally, this is monster terrain such as Dragon Lairs or supernatural areas such as the Hells or the Abyss. Danger levels like these are reserved for areas in which travel itself is the dungeon of the campaign. Note this does not represent the danger inside actual dungeons, rather this is the most dangerous overland travel where you still expect to spend more time traveling than in combat or exploring. 3. ***Hostile (DC 20):*** These are places where the enemy makes active efforts to find trespassers like giant owned mountain ranges or barbaric orc lands, or areas in which the terrain is openly hostile, like elemental planes or active war zones. The party should know that, while the enemy isn't actively looking for them necessarily, they will be looking for someone. 4. ***Guarded (DC 15):*** Areas which are inherently dangerous because of who lives there; for example, goblin forests or extensive cave systems like the Underdark. It should be assumed that these areas will be visibly dangerous or otherwise obvious like warning signs or common folklore about the area. \columnbreak 5. ***Frontier (DC 10):*** Wilderness forests, vast ranges or open sea. This is the "normal" amount of danger surrounding roads and communities that the average table thinks about while traveling. 6. ***Civilised (DC 5):*** Representing suburban, well-traveled areas or heavily patrolled roads. No area is truly safe, however, and there is a level of danger, even if minute, on any road. To figure out how many encounters the party will face per day spend travelling, roll 6d6 (or 8d6 should rest encounters be included), each die representing one leg of the day's journey. If the value on the die is equal to or above that the danger rating of the environment the party is travelling through, the party will face an encounter during that leg of the day. *If the roll fails by 2 or less, an ambient description is caused, rather than an encounter.* An encounter isn't always combat, however. All the "encounter" means is the party encounters something, whether a lost item, road-traveling merchant, or bandits attempting to rob someone. This also means that deciding who is taking watch at night and in what order is less important than the party simply mentioning they take watch, since a "camp" encounter will happen as the party makes camp, or in the first or second half of the night. Take note of who says they take watch and roll randomly to determine who is on watch when the encounter finds them. To figure out if the encounter is peaceful, neutral or hostile, one can even consult the table below. | Territory Type (1d12) | Peaceful Encounter | Neutral Encounter | Hostile Encounter | | --------------------- |:------------------:|:-----------------:|:-----------------:| | Civilised | 1-7 | 8-11 | 12 | | Frontier | 1-6 | 7-10 | 11-12 | | Guarded | 1-3 | 4-8 | 9-12 | | Hostile | 1-2 | 3-6 | 7-12 | | Perilous | 1 | 2-5 | 6-12 | ### Age Age is simply an indication of how old the environment is. Ancient forest might house portals to different lands while a fairly young park is currently readying the construction of a new fountain. The following ages can be used: | Age | Description | | -------- |:-------------------------------------------------------------------:| | New | Just created parks, newly laid farmland, recently civilized grounds | | Young | 11-100 year old area | | Mature | 101-400 year old area | | Old | 401-5000 year old area | | Ancient | 5001-10,000 year old area | | Primeval | 10,001+ year old area | \pagebreakNum ### Environmental Classification Certain spells, magic items, class features, and other effects in the game interact in special ways with environments of a particular type. The environment's type can also be used to determine random encounters using the random encounter tables found in Xanathar's Guide to Everything. The following environment types are included, although they have no rules of their own. Custom and hybrid environment types can also be created as necessary. 1. **Arctic** environments are cold, barren, and dangerous to the unprepared. Often beset by dangerous weather that hampers visibility, becoming lost in such an environment can be fatal. Predators that wander the arctic are generally hardened by the scarcity of prey, and have adapted to hunt whatever crosses their path. 2. **Coastal** environments combine challenges from both land and sea, but also provide the bounty of both. Coastlines typically have less seasonal variance in temperature, but may suffer from ocean storms blown in. Smaller islands may exhibit the properties of a coastal environment. 3. **Desert** environments can be deadly for unprepared travelers. With sweltering heat during the day and frigid cold during the night, the temperature in the desert requires explorers to provide preparations for both. The scarcity of food and water further heightens the difficult journey. Some deserts may have waterholes or oases, wellsprings of life amid an otherwise near barren land. 4. **Forest** environments are diverse in kind, varying between different climates. Tropical rainforests teem with different flora and fauna, while temperate or boreal forests shelter much different kinds of life. 5. **Grassland** environments typically feature wide expanses of wild grasses, populated by nimble beasts and stealthy predators. The specific qualities of a grassland depend heavily on those of the wild grasses that populate it, with some grasslands covered entirely by tall, dense grasses and others covered in patches by shorter grasses. 6. **Hill** environments feature uneven terrain, often hiding burrows or caves amid the numerous hillsides. Characterized by similarities to mountainous regions, hill environments are often less extreme in temperature and altitude, and thus are milder and easier to traverse. 7. **Mountain** environments contain a number of survival challenges, including but not limited to extreme altitudes, frigid snowcaps, treacherous narro baths, secluded caves and tunnels, and the risk of rockslides and avalanches. 8. **Ocean** environments host extreme diversity in flora and fauna, due in large part to their vast scale. Traversing ocean environments typically requires a ship or other water vehicle, and survival depends heavily on ability to tap into the marine fauna by way of fishing. Not all areas within an ocean environment may be rich in prey, however, due in part to the effect of ocean currents. 9. **Swamp** environments can be challenging to survive and traverse due to difficult terrain and brackish waters. The environments contain fauna in the way of fish, turtles, birds, smaller mammals, and alligators. Travelers amid swamps must tread with cautions, lest they taste the fangs of the swamp's native hunters. 10. **Underdark** environments can be found amid tunnels and caverns that lead belo the surface. Here, devoid of sunlight, resources are typically scarce in the way of plant life. Certain mushrooms and molds make their home in these dark and damp underground tunnels, often substituting for plant life for the fauna that makes its home within this environment. Creatures native to the Underdark are accustomed to life without light, and generally possess alternative methods of detecting and responding to threats. 11. **Underwater** environments remove much of the productivity of an ocean environment, with waters deplete of nutrients or oxygen. Such environments are home to ancient creatures that dwell deep under the surface, many of which may have survived for hundreds of years undisturbed. In addition to sparse resources and mysterious fauna, the extreme depths of an underwater environment also pose danger in the way of crushing pressures, which can spell quick demise to those who travel unprepared. 12. **Urban** environments consist of cities and towns, home to fauna that has adapted to live alongside society. Creatures within urban environments are typically scavengers, or else are kept as pets. Plants within urban environments exists to whatever degree the society around it allows, with some cities being devoid entirely of plant life, while others exist in union with it. Survival amid urban environments demands a quite different set of skills from survival in the wilds. ## Reputation This segment simply shows a quick indication of how well known and liked the area is. Perhaps the townsfolk around this forest dislike it for its horrible guardian, or enjoy its beauty. The rumoured island of the coast of the land of dragons, meanwhile, might be well liked due to its intriguing myths but might never have been visited by man. ## Travel ### Terrain The terrain is a more specific showing of the previously mentioned environment. Where environment is a mechanical concept which also shows the overall ambiance of the region, the terrain dictates the severity of the environment and how difficult it might be to travelers. The harder the terrain, the slower your group will advance during your travel, up to a point where you must concentrate on actually getting forward than paying attention to other activities. This means that in order to travel through hard terrain, you must at least travel at a normal pace or a slow pace with a successful trailblazer to make any headway. The Terrain shows the terrain type, its general navigational difficulty rating and its speed modifier, which is noted after the navigational difficulty. Additionally, each terrain type with a DC 0-5 is considered an easy commute, DC 6-10 a moderate hike, DC 11-15 a hard trek, and DC 16-20 a very hard expedition, and DC 21+ a gauntlet. Lastly, the table displays the average foraging DC of the area. \pagebreakNum
##### Terrain | Terrain Difficulty | DC | Type | Speed Modifier | Foraging DC | | ----------------------- |:---:| ---------- | -------------- |:-----------:| | Any terrain, by trail | 5 | commute | —— | —— | | Any terrain, by road | 5 | commute | +2 miles/hour | —— | | Barren, wasteland | 10 | hike | -1 miles/hour | 20 | | Clear, farmland | 5 | commute | —— | 5 | | Coastal | 10 | hike | -1 miles/hour | 15 | | Desert, rocky | 10 | hike | -1 miles/hour | 15 | | Desert, sand | 15 | trek | -2 miles/hour | 20 | | Desert, scorching | 20 | expedition | -3 miles/hour | 25 | | Forest, light | 10 | hike | -1 miles/hour | 10 | | Forest, medium | 15 | trek | -2 miles/hour | 10 | | Forest, heavy | 20 | expedition | -3 miles/hour | 15 | | Glacier | 10 | hike | -1 miles/hour | 15 | | Grassland, light | 5 | commute | —— | 15 | | Grassland, foothills | 5 | commute | —— | 10 | | Scrub, bushland, hills | 10 | hike | -1 miles/hour | 15 | | Jungle, medium | 15 | trek | -2 miles/hour | 10 | | Jungle, heavy | 20 | expedition | -3 miles/hour | 10 | | Marsh, moor | 15 | trek | -2 miles/hour | 10 | | Marsh, swamp | 20 | expedition | -3 miles/hour | 15 | | Mountain, low or medium | 15 | trek | -2 miles/hour | 15 | | Mountain, high | 20 | expedition | -3 miles/hour | 20 | | Tundra | 15 | trek | -2 miles/hour | 20 |
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### Navigation Difficulty Sometimes, the Terrain difficulty can simply not meet the DM's needs, but does specify the environment's subtype. In this case, for more difficult travel, the DM can apply the navigation DC's below: * **Commute (DC 0-5):** This represents following a clear and visible route, like a road, river, or dry creek bed. If the party is traveling wherever the road takes them, they don't really need to make a check to avoid being lost. * **Hike (DC 6-10):** Traveling through open ranges or sparse forests with little underbrush, or perhaps traveling between two easily visible landmarks like two mountain islands on an open sea. It's hard to get lost when you can see the city on the horizon to the East and mountains on the horizon to the West, but it is still possible to get side-tracked in the hills between. * **Trek (DC 11-15):** Here the party might be traveling across a wilderness with no landmarks such as open seas or deserts, or through expansive plains or arctic tundra. Here, the terrain is somewhat difficult to navigate, and there are no immediate signs when or if you do veer off course. * **Expedition (DC 16-20):** This describes travel through mountain highlands, rugged hills, dense forests or lush jungles. These are the areas which are impossible to see further than a few hundred yards, or a direct route is impossible, so it is very easy to get lost. Note that it is relatively safe to travel forests, but easy to get lost, due to low danger but hard Navigation checks. * **Gauntlet (DC 21+):** Finally, this is reserved for which travel is not only ill-advised, it is incredibly dangerous. Mountain crags, ancient ruins, Flooded swamps, or pitch dark caves. This represents terrain where not only can you not see very far, a couple dozen yards at best, but not all the terrain is even traversable due to danger or impossible situations. This can also represent a combination of easier terrain in the same area, for example, a mountain range jungle.
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## Visibility & Light The Visibility entry describes persisting effects that may affect a character's ability to visually perceive things within the environment. For example, a forest might be Heavily Wooded, imposing disadvantage to Wisdom (Perception) checks that rely on sight, and an Underdark environment might be in complete darkness. The following visibility options are available: | Visibility | Mechanics | Official Name | | ---------------- |:--------------------------:|:-----------------:| | Light foliage | -2 to passive perception | sparsely obscured | | Patchy fog | -2 to passive perception | sparsely obscured | | Moderate foliage | -2 to perception checks | lightly obscured | | Heavy foliage | disadvantage on perception | lightly obscured | | Clouded Night | blinded condition | heavily obscured | ### Lighting Levels Light can be measured—and described—with five basic categories of increasing intensity: darkest, dark, dim, bright, and brightest. ##### Light Levels | Level | Light | Description | | :---: | :---: | :---: | | 1 | Darkest | No light at all—total darkness, a windowless room, an unlit dungeon. | | 2 | Dark | Very faint light—moonlight and starlight, outdoors at midnight, a small candelabra in a room. | 3 | Dim | Fading light—thick stormcloud, heavy fog, a room with weak lights. | | 4 | Bright | Clear and visible—a cloudy or overcast day, a room with many lights. | | 5 | Brightest | Excessive light—clear light all around, a sunny day, a noble's ballroom party. |
\pagebreakNum #### 1. Darkest In places where there is no light whatsoever, it is darkest–total darkness, a sealed and windowless room, an unlit underground dungeon, a zone of magical darkness, etc. Creatures in the Darkest light are blinded. #### 2. Darkness In places where there is a faint glimmer of light, it is dark—a graveyard at midnight, a dungeon with faintly glowing lichen, a room lit by a rusted candelabra. While the lighting is dark, you are Blinded, unless you have darkvision, in which case the area is treated as Dim light. #### 3. Dim In places where the light is faded or murky, it is dim—a misty forest, the twilight after a setting sun, a volcanic lair with glowing lava, a burning fireplace in a room, etc. Creatures in Dim light have disadvantage on Wisdom (Perception) checks that rely on sight, unless they have darkvision, in which case the area is treated as Bright Light. #### 4. Bright In places where the light is abundant and visible, it is bright—a clear day, a properly-lit room, a sinister tomb with two huge and flaming braziers. When the lighting is bright, you can see normally. #### 5. Brightest In places where the light is excessive and practically dazzling, it is brightest—an unusually clear and sunny day, the solar room of a sun god's temple, a dungeon illuminated by a raging, white-hot fire elemental, etc. Creatures in Brightest light have disadvantage on Wisdom (Perception) checks that rely on sight, unless they have darkvision, in which case they are blinded. ##### Light Sources | Power | Light | Examples | Bright & Dim | | --- | :---: | --- | --- | | Tiny | +0.2 | Candle. | 5-10 ft. | | Small | +1 | Torch, Lantern (hood down), Flare. | 15–30 ft. | Medium | +2 | Lantern (hood up), Fireplace. | 30–60 ft. | | Large | +4 | Brazier, Glass chandelier. | 60–120 ft. | | Huge | +8 | Raging fire elemental. | 120+ ft. | Gargan. | +16 | Burning building. | — | ### Light Sources Light sources come in many forms—candles, torches, magical spells, fire elementals, etc. Each source has a power category to reflect the amount of light it produces—tiny, small, medium, large, huge, and gargantuan. Typically, the bigger the source the more light it can put out—though power and intensity are also a factor. Use the Light Sources table below to determine how much light a particular item (or creature) should emit. \columnbreak **Total Light:** Once you know the strength of each significant light source in an area, add them to the lighting level to find out just how bright it is. ##### Lighting Spells | Spell | Power | Light | | --- | --- | --- | | Continual Flame | Small | +1 | Control Flames | — | — | Create Bonfire | Small | +1 | | Dancing Lights* | Small | +1 | | Dawn | Large | +4 | | Daylight | Medium | +2 | Faerie Fire | Small | +1 | | Flame Blade | Small | +1 | | Flame Shield | Medium | +2 | | Flaming Sphere | Small | +1 | Investiture of Flame | Large | +4 | | Light | Small | +1 | | Produce Flame | Small | +1 | | Wall of Fire | Medium | +2 | | Wall of Light | Large | +4 | \* You can create up to 5 tiny lights or 1 small light. ## Helpful Languages Some environments may be home to intelligent creatures, capable of conversation in certain languages. The Helpful Languages entry identifies which languages may be spoken by creatures within the environment. For example, deep ancient forests may be home to fey creatures, who speak or understand Elvish or Sylvan. ## Difficulty Table ### Navigation DC Here, the already decided upon navigation DC can be written down. ### Identification DC Certain environments may be less explored than others, and in turn hold more undiscovered or less well known flora, fauna, or phenomena. An environment's Identification DC describes how much or little is known about the environment and its inhabitants. This DC can be used directly for Intelligence checks that a character makes when attempting to identify a creature, object, or phenomenon within the area. The specific skill involved with such a check depends on the target being identified. For example, a character can make an Intelligence (Nature) check to identify the properties of a certain plant or beast, or an Intelligence (Religion) check to try to understand the ritualistic behaviors of native tribes living in the area. \pagebreakNum
##### Identification DC | DC | Description | | --- | ----------------------------------------------------------------------------------------- | | 10 | A forest or hill not too far from a village or town | | 15 | A desolate desert or tundra, impassable mountain, or dense jungle | | 20 | An unexplored island, area deep within a forest, ocean depths, or extraplanar environment | ### Foraging DC When braving the wilds, an environment's Foraging DC identifies the abundance or scarcity of food and water for a character can attempting forage for it. This DC can be used for Wisdom (Survival) checks made by a character to forage within the environment. Additionally, the Foraging DC can also be used for Wisdom (Animal Handling or Survival) checks made to track or hunt prey within the environment. On a successful check, the DM can roll on the environment's Foraging and Hunting table to determine what kind of flora, fauna, or other resource is found. At the DMs discretion, if the character is looking for a specific kind of quarry that is native to the environment, it can be found if the check succeeds by 5 or more. A critical success counts as two successes, netting double the amount of forage. * **Community (DC 0-5):** Walking between close villages, through urban centres or over farmlands is a non-issue for finding resources, as they are readily available or for sale. Note that just because resources are easy to find, doesn't mean they are free! * **Lush (DC 6-10):** These represent jungles, forests, plains, or oceans with small game, fish, or wild produce and mushrooms. Water is found with a single success as the party finds creeks, rivers, and lakes somewhat easily. A success here finds enough forage for two meals, while a failure only finds one. * **Sparse (DC 11-15):** These are mountain ranges, highlands, desert islands, taiga, or other places where rugged plants and animals survive but are hard to find. Little vegetation is edible and must be cooked. This is also the default for following well-travelled roads and paths, as the vegetation would be pretty picked clean, and prey animals would avoid populated areas. Water here is hidden or must be dug for, and will be found with two successes. A forage success here finds two meals, while a failure finds nothing. * **Arid (DC 16-20):** Tundra, cave systems, alpine regions, or mesa flatlands are examples of arid resources. The vegetation here is tough and waxy, animals are very hard to find and are usually small game. Even though water is scarce here, it can be found with three successes. A forage success finds a single meal, while a failure finds nothing and might actually cause a loss of resources. * **Desolate (DC 21+):** Finally, the driest wastelands, desert dunes, mountain peaks, frozen wastes or elemental planes have the lowest amount of resources available. Here it is next to impossible to find food, and what little is found is not nearly enough to survive day to day. There is no water to be found in these locations, and a forage success only finds a single meal, while a failure will almost certainly cost other resources. \pagebreakNum
## Environmental Traits Special traits (which appear after an environment's Helpful Languages but before Notable Locations) describe special characteristics, weather or hazards that are prevalent or ubiquitous throughout an environment, and may have some mechanical impact on characters within the environment. If a hazard removes a creatures hit dice, but the creature has no Hit Die remaining suffers, they instead suffer a level of exhaustion. ### Improvised Statistics Hazards come in many forms, from simple setbacks that expend character resources, to deadly encounters which are capable of causing potent injury. Additionally, to gauge the danger of certain hazards, DM's are recommended to base hazard damage on player level. Below, multiple tables are given to easily determine hazard DC and damage. The Improvising Damage table (DMG, p. 249) can give suggestions for improvising damage on the fly. The Hazards Danger Level table is provided to improvise saving throw DC's and attack bonuses for various hazards. If a hazard calls for a saving throw or notes an attack is made, the DM chooses a Danger Level for the Hazard based on how difficult the hazard should be to resist, taking the appropriate modifiers from the table below.
The Damage Severity tables gives damage suggestions for various hazards. \columnbreak
When a hazard description calls for a type of damage to be dealt, the DM chooses a Danger Level for the Hazard based on how dangerous the hazard's damage should be, and then references the party's character level. Additionally, an addition has been made to the Damage Severity table: the Expressed column. Certain hazards note a creature gains bonus damage, 'expressed in' a die (d6's, d8's, etc.). When a hazard calls for an expressed value, reference the Expressed column and the player's level. The number noted in the Expressed column is the amount of dice rolled by the player. ##### Hazards Danger Level | Hazard Danger Level | Save DC | Attack Bonus | | ------------------- | :---: | :---: | | Setback | 10-11 | +5 | | Dangerous | 12-15 | +8 | | Deadly | 16-20 | +12 | ##### Damage Severity | Character Level | Setback | Dangerous | Deadly | Expressed | | --------------- | :---: | :---: | :------: | :---: | | 1st–4th | 1d10 | 2d10 | 4d10 | 2 | | 5th–10th | 2d10 | 4d10 | 10d10 | 4 | | 11th–16th | 4d10 | 10d10 | 18d10 | 6 | | 17th–20th | 10d10 | 18d10 | 24d10 | 8 |
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##### Warmth Levels | Level | Warmth | Temp (F) | Temp (ºC) | Effect | |:-----:|:----------- |:-------------- | --- |:------------ | | 1 | Glacial | -20º or colder | -29º or colder | Extreme Cold | | 2 | Freezing | -21º to 0º | -28º to -18º | Extreme Cold | | 3 | Chilly | 1º to 59º | -17º to 15º | — | | 4 | Comfortable | 60º to 79º | 16º to 26º | — | | 5 | Warm | 80º to 99º | 27º to 37º | — | | 6 | Hot | 99º to 125º | 38º to 52º | Extreme Heat | | 7 | Scorching | 126º or hotter | 53º or hotter | Extreme Heat |
### Climate Traits Certain climates and environments are characterised by their altitude, heat or pressure. Temperature in D&D is expressed in a Warmth level, as shown below. ##### Extreme Cold Creatures can be exposed to Extreme Cold a number of minutes equal to their Constitution modifier + 1 without suffering any ill effects. Creatures with resistance to cold damage or naturally adapted to Extreme Cold, can be exposed to Extreme Cold for twice as many hours, and have advantage on Constitution saving throws made to resist its effects. Creatures with immunity to cold damage aren't affected by Extreme Cold. Spending more than 8 hours in an environment of Extreme Cold causes a creature to require twice as much food as normal. **Glacial.** *These icy environments are so cold, frostbite is nearly instant. Water poured here freezes before it reaches the ground.* When a creature is exposed to the cold of a Glacial environment, they must succeed a Constitution saving throw at the end of every hour or gain 1 level of exhaustion and lose a number of hit dice depending on their level: 1d4 at 1st–4th level, 1d8 at 5th–10th level, 1d12 at 11th–16th level, and 1d20 at 17th–20th level. This DC of this saving throw is 10 and increases by 1 for each additional hour spend in a Glacial environment. **Freezing.** *Winter gear is required for long term survival in these regions, as it is cold enough to freeze over water.* When a creature is exposed to the cold of a Freezing environment, they must succeed a Constitution saving throw at the end of every hour or gain 1 level of exhaustion. The DC of this saving throw is 5 and increases by 1 for each additional hour spend in a Freezing environment. \columnbreak ##### Comfortable Temperatures Comfortable temperatures do not cause adverse effects, and are often encountered. At the DM's discretion, a DM may request the rolling of a Constitution saving throw from creatures traveling through a Chilly or Warm environment for more than a day, while not properly dressed for those environments. The DC of this saving throw is 5 and increases by 1 for each additional day spend in a Chilly or Warm environment. On a failure, a creature loses a number of hit dice depending on their level: 1 at 1st–4th level, 1d4 at 5th–10th level, 1d8 at 11th–16th level, and 1d10 at 17th–20th level. Creatures with resistance or immunity to cold damage, or naturally adapted to Extreme Cold (in Chilly environments), and Creatures with resistance or immunity to fire damage, or naturally adapted to Extreme Heat (in Warm environments) automatically succeed on this saving throw. ##### Extreme Heat Creatures can be exposed to Extreme Heat a number of minutes equal to their Constitution modifier + 1 without suffering any ill effects. Creatures with resistance to fire damage or naturally adapted to Extreme Heat, can be exposed to Extreme Heat for twice as many hours, and have advantage on Constitution saving throws made to resist its effects. Creatures with immunity to cold damage aren't affected by Extreme Heat. Spending more than 8 hours in an environment of Extreme Cold causes a creature to require twice as much water as normal. **Hot.** *Prolonged exposure to this heat level is taxing, and may exhaust travelers.* When a creature is exposed to the heat of a Hot environment, they must succeed a Constitution saving throw at the end of every hour or gain 1 level of exhaustion. The DC of this saving throw is 5 and increases by 1 for each additional hour spend in a Hot environment. \pagebreakNum **Scorching.** *Water in direct line below sunlight sizzles in these extremely warm environments, and heat strokes are far too common for comfort.* When a creature is exposed to the heat of a Scorching environment, they must succeed a Constitution saving throw at the end of every hour or gain 1 level of exhaustion and lose a number of hit dice depending on their level: 1d4 at 1st–4th level, 1d8 at 5nd–10th level, 1d12 at 11th–16th level, and 1d20 at 17th–20th level. This DC of this saving throw is 10 and increases by 1 for each additional hour spend in a Scorching environment. ### Additional Climate Traits **Extreme Pressure (EARW).** When an unprotected creature swims to depths greater than 1,000 feet, every 10 minutes they must succeed on a Constitution saving throw or suffer 1 level of exhaustion as the ocean depths press on them. The DC begins at 10 and increases by 1 for every 10 minutes that pass. When an unprotected creature swims back to the surface, upon reaching the surface they must succeed on a Constitution saving throw or become poisoned as they suffer from decompression sickness. The DC is equal to the total depth that they swam down divided by 100, so that if a creature swam to a depth of 1200 feet, they would need to succeed on a DC 12 Constitution saving throw. A creature can automatically succeed on this check if they move at half speed when they ascend to the surface. A poisoned creature can repeat the saving throw after they finish a long rest, ending the condition on a success. **High Altitude (DMG).** Travelling 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 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. **Thin Atmosphere.** If a creature finishes a long rest after spending 8 hours or more of traveling through altitudes of 10,000 feet or higher above sea level the previous day, they must make a DC 10 Constitution saving throw. On a failed save, they are unable to gain the benefits of a long rest but instead gain the benefits of a short rest. If a creature becomes acclimated to the thin atmosphere, by spending at least 30 days in the high altitude, they automatically succeed on the saving throw. The DC increases by 1 for each day that they travel in high altitude and thin atmospheres. ### Natural Weather Rain and snow are the most common types of precipitation and can grind travel to a halt if it is in excess. Many expeditions have failed or returned home because of massive amounts of rainfall or insurmountable feet of snow. Thick fog and dust storms can also reduce visibility or even render anything beyond a few feet completely opaque. Beyond that, storms can present hail and extreme blizzards can drop wintery mixes and freezing rain that cling ice to every available surface. And in a fantasy setting, more than water can fall from the sky, though that is covered in the Strange Weather section. #### Fog & Humidity **Fog & Mist (CRES & THJ).** Hanging thick in the air, fog or mist obscures vision and deadens sound. The thickness of the fog or mist can range from light to very heavy, and heavily obscures the area beyond a certain distance from creatures within it. Creatures traveling within fog or mist have disadvantage on Navigate, Lookout and Scout checks. Additionally, creatures within fog or mist have disadvantage on Explore, Gather, and Keep Watch Checks, as well as any check made to forage for campsite or campfire materials. Fog and mist is swept away immediately in strong wind, and is swept away over the course of 1d6 hours in light wind. The DM can choose the mist's thickness, or can roll on the Mist Thickness and Obfuscation table to determine it. The mist's thickness determines how far a creature in the mist can see before the area beyond is obscured. ##### Mist Thickness and Obfuscation | d10 | Thickness | Obscured Distance | | --- | ---------- | ------------------------- | | 1-3 | Light | 60 ft. Lightly | | 4-7 | Moderate | 30 ft. Lightly | | 8-9 | Heavy | 30 ft. Heavily | | 10 | Very Heavy | 10 ft. Heavily | **Humid (CRES).** *Heavy humidity that gathers moisture on every surface and makes for an unbearable heat in the summer.* Wind levels in this area are reduced by 1, and Warmth levels move 1 level away from comfortable as appropriate. Creatures in a humid environment must succeed a Constitution saving throw at the end of each hour spent in humidity or gain 1 point of exhaustion. Drinking at least half a waterskin during this hour automatically succeeds this saving throw. #### Precipitation Light precipitation manifests as hail, sleet, or snow if the warmth level is 3 or lower, or as rain if the warmth level is 4 or higher. Heavy precipitation manifests as snow or hail if the temperature in the area is at or below 32 degrees Fahrenheit, or as rain if the temperature is above 32 degrees Fahrenheit. **Hailstorm (C&W).** Similar to a blizzard, the terrain affected by the hailstorm is considered difficult terrain. When a creature without proper shelter is in the area affected by the hailstorm for one hour, it must make a Constitution saving throw, taking cold damage on a failed save (or half as much damage on a successful one). \pagebreakNum
**Light Rain (CRAS).** *Light rain is most rain storms, from a light sprinkle that creates a few puddles to a couple inches of rain over an hour.* The warmth level is decreased by 1. If this bring the warmth level to 2 or lower, Light Rain is turned into Freezing Rain. Light Rain snuffs out the flames of Tiny or smaller light sources. Resting in Light Rain without proper shelter requires a DC 8 Constitution saving throw. All creatures more than 30 ft. away from the viewer are lightly obscured. While traveling through Heavy Rain, travel pace is reduced by 1 mi. per hour. Light rain wets rocky surfaces and can make climbing more difficult, imposing disadvantage to checks made to climb surfaces within an area of light rain **Heavy Rain (CRAS).** *Heavy rain is a monsoon of continuous rainfall that soaks everything as if held underwater briefly.* The warmth level is decreased by 1. If this bring the warmth level to 2 or lower, Heavy Rain is turned into Freezing Rain. Heavy Rain snuffs out the flames of Smaller or smaller light sources. Resting in Heavy Rain without proper shelter requires a DC 12 Constitution saving throw. All creatures more than 30 ft. away from the viewer are lightly obscured. While traveling through Heavy Rain, travel pace is reduced by 1 mi. per hour. In addition, while traveling in Heavy Rain, Mounts and Vehicles need to be actively controlled to make progress on their journey. The Navigation DC increases by 1 for each consecutive Travel Phase (or Leg, if appropriate) traveled in Heavy Rain. **Light Snow (CRAS).** *From flurries to visible flakes, light snow can largely be ignored outside the temperature change that comes with it.* The warmth level is decreased by 1. Resting in light snow without proper shelter requires a DC 8 Constitution saving throw. All creatures more than 30 ft. away from the viewer are lightly obscured. While traveling through Light Snow, travel pace is reduced by 1 mi. per hour. Light snow makes covering tracks difficult, granting advantage to checks made to follow footprints made within the area. \columnbreak **Heavy Snow (CRAS).** *Heavy or thick snowflakes that obscure the landscape and create feet of snow in hours.* The warmth level is decreased by 2. Heavy snow snuffs out the flames of Small or smaller light sources. Resting in heavy snow without proper shelter requires a DC 12 Constitution saving throw. All creatures more than 30 ft. away from the viewer are lightly obscured and benefit from half cover. In addition, while traveling in Heavy Snow, Mounts and Vehicles need to be actively controlled to make progress on their journey. The Navigation DC used for this check is increased by 2, and increases by 1 for each consecutive Travel Phase (or Leg, if appropriate) traveled in Heavy Snow. Heavy snow instead creates difficult terrain and imposes disadvantage on checks made to follow footprints within the area. **Blizzard (CRAS).** *A blizzard can create whiteout conditions and the rare occurrence of thundersnow.* The wind level is increased by 3. Freezing rain snuffs out the flames of Small or smaller light sources. Resting in a blizzard without proper shelter requires a DC 15 Constitution saving throw. All creatures more than 10 ft. away from the viewer are lightly obscured and benefit from half cover. All creatures more than 30 ft. away from the viewer are heavily obscured. All saving throws made to avoid cold damage in a Blizzard are made with disadvantage. **Freezing Rain (CRAS).** *When light rain or fog occurs in Chilly temperature, this precipitation becomes Freezing Rain.* The warmth level is decreased by 1. Freezing rain snuffs out the flames of Medium or smaller light sources. The DC for resting in Freezing Rain without proper shelter is increased by 3. When a creature uses its maximum movement on their turn, as well as any time it receives bludgeoning damage, or is moved against its will, it must succeed a Dexterity (Acrobatics) check or fall prone. While traveling through Freezing Rain, travel pace is reduced by 1 mi. per hour. In addition, while traveling in Freezing Rain, Mounts and Vehicles need to be actively controlled to make progress on their journey. The Navigation DC increases by 2 for each consecutive Travel Phase (or Leg, if appropriate) traveled in Freezing Rain. \pagebreakNum
##### Wind Levels | Level | Wind | Speed (mph) | Description | |:-----:|:---------:|:-----------:| :---- | | 1 | Light | 0–10 | Leaves rustle, wind can be felt on the face, vanes move, smoke drifts, and leaves sway | | 2 | Moderate | 11–20 | Ranges from twigs to small trees swaying, flags extend, light items and dusts are lifted | | 3 | Strong | 21–35 | Ranges from small to large trees swaying, umbrella's may be difficult to use, foam and spray from the waves | | 4 | Storm | 36–60 | Difficulty walking, ranges from branches breaking from trees to them uprooting, high waves, damage to buildings | | 5 | Hurricane | 60+ | Extensive damage, large waves (9+ meters) |
#### Wind, Storms & Clouds From a light breeze to a Hurricane, wind comes in many forms and can pose both annoyances and sever threats to adventurer's. The following wind levels are used in D&D: * **Light.** *Little more than a light breeze. You can feel it on your face, leaves rustle, smoke drifts at an angle, banners and flags may flap lazily.* Light wind snuffs out the flames of Tiny light sources. * **Moderate.** *Big gusts kick up dirt, sway branches, and send small waves in bodies of water.* Moderate winds disperses cloud effect and snuffs out the flames of Small or smaller light sources. Additionally, moderate wind counts as difficult terrain for Medium or smaller creatures to fly against. * **Strong.** *Strong winds become a travel hazard. Trees sway, dirt can sting, and small fires are impossible to start.* Strong winds instantly disperses cloud effect, snuffs out the flames of Medium or smaller light sources, and tents require pitons to stay upright. All ranged attacks (other than those of firearms) have disadvantage. Additionally, strong wind counts as difficult terrain for Large creatures to fly against, and Medium or smaller creatures cannot fly against it. * **Storm.** *Storm winds become destructive. Strong bursts of storm wind can uproot small trees, flatten even staked down tents, and can begin to damage rooftops and small structures.* Storm winds instantly disperses cloud effect, snuffs out the flames of Large or smaller light sources, and tents require pitons to stay upright.
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All ranged attacks have disadvantage, and all ranged weapons (other than firearms) automatically miss beyond their normal range. Additionally, storm wind counts as difficult terrain for Huge creatures to fly against, and Large or smaller creatures cannot fly against it.
* **Hurricane.** *Hurricane winds are potentially deadly. Trees are uprooted, Medium and smaller creatures are lifted off the ground and into the storm, while large and bigger creatures are buffeted along the ground.* Hurricane winds instantly disperses cloud effect, snuffs out the flames of Huge or smaller light sources and fire effects, and tents are flattened. All ranged attacks automatically miss, and walking up against the wind counts as difficult terrain. Additionally, hurricane wind counts as difficult terrain for Gargantuan creatures to fly against, and Huge or smaller creatures cannot fly against it. **Lightning Storms (WBB).** *Lighting storms can occur with a downpour, but also in the heat of Summer months without any rain.* At the end of each round of combat roll a d10. On a roll of 1-3 lightning targets a random 5-foot square of ground, making it difficult terrain. On a roll of 4-7 lightning targets a random creature wearing metal armor. On a roll of 8-10 lighting targets any random creature. A target creature must make a Dexterity saving throw. A target who fails takes lightning damage, or half as much damage on a success. **Overcast (THJ).** Moisture in an environment need not always fall as rain or snow. Instead, an overcast sky lowers all light levels by 1.
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**Dust Storm (CRAS).** *Fine particles carried on high winds, a dust storm reduces visibility and extracts every bit of moisture from the air.* The wind level in this environment is increased to Strong. Resting in Dust Storms without proper shelter requires a DC 8 Constitution saving throw. All creatures more than 30 ft. away from the viewer are lightly obscured. While traveling through Dust Storms, travel pace is reduced by 1 mi. per hour. For each hour in a dust storm without face protection, a creature must succeed on a Constitution saving throw or suffer a point of exhaustion. The DC for this saving throw increases by 1 for each hour spend in the dust storm, until a creature spends at least one day section in shelter. **Sandstorm (CRAS).** *Sand and small rocks carried on gale force winds, a sandstorm is a more abrasive and dangerous dust storm.* The wind level in this environment is increased to Storm. Resting in a Sandstorm without proper shelter requires a DC 12 Constitution saving throw. All creatures in Sandstorm lightly obscured and benefit from half cover. All creatures more than 30 ft. away from the viewer are heavily obscured. While traveling through Sandstorms, travel pace is reduced by 2 mi. per hour. For each hour in a dust storm without face protection, a creature must succeed on a Constitution saving throw or suffer slashing damage and a point of exhaustion. The DC for this saving throw increases by 2 for each hour spend in the dust storm, until a creature spends at least one day section in shelter. **Blackstorm (CRAS).** *Blackstorms are mighty walls of dust and sand carried on the high winds of a moving storm front in dry or arid regions.* The wind level in this environment is increased to Storm. Blackstorms snuffs out the flames of Small or smaller light sources. Resting in a Blackstorm without proper shelter requires a DC 15 Constitution saving throw. All creatures more than 10 ft. away from the viewer are lightly obscured and benefit from three quarters cover. All creatures more than 30 ft. away from the viewer are heavily obscured. While traveling through Sandstorms, travel pace is reduced by 2 mi. per hour. For each hour in a dust storm without face protection, a creature must succeed on a Constitution saving throw or suffer slashing damage and a point of exhaustion. The DC for this saving throw increases by 5 for each hour spend in the dust storm, until a creature spends at least one day section in shelter. **Thunderstorms (THJ).** The wind level in this environment is increased to Storm, and heavy rain is common. Thunderstorms snuffs out the flames of Medium or smaller light sources. Resting in a Thunderstorm without proper shelter requires a DC 15 Constitution saving throw. All creatures more than 30 ft. away from the viewer are lightly obscured. While traveling through Thunderstorms, travel pace is reduced by 2 mi. per hour.
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In addition, while traveling in Thunderstorms, Mounts and Vehicles need to be actively controlled to make progress on their journey. The Navigation DC increases by 2 for each consecutive Travel Phase (or Leg, if appropriate) traveled in Heavy Rain. Each hour, roll a d4. On a 1, hail falls for 10 minutes. Characters without shelter in hail must roll a Constitution saving throw. On a failure, they take bludgeoning and cold damage. ### Magical Weather **Elemental Cloud (C&W).** These clouds are created in a area touched with an elemental essence. When a creature enters the cloud, it must make an appropriate saving throw, taking damage on a failed save (or half as much damage on a successful one). A creature that ends its turn in the cloud must roll another saving throw. ##### Elemental Cloud | Cloud Colour | Diameter | Velocity | | -------------- | --------- | ------------ | | Black | Necrotic | Constitution | | Cyan | Cold | Constitution | | Gray or Yellow | Lightning | Constitution | | Light Green | Acid | Constitution | | Purple | Psychic | Wisdom | | Red | Fire | Constitution | | White | Force | Wisdom | \columnbreak
**Feywild Fog (THJ).** Strange and mystical fog permeates this environment, filling it with Feywild magic. After a creature has spent 24 hours within this fog, it must make a DC 10 Wisdom saving throw. Fey creatures automatically succeed on the saving throw, as do any creatures, like elves and half-elves, that have the Fey Ancestry trait. A creature that fails the saving throw remembers nothing of the past 24 hours. On a successful save, the creature's memories remain intact but are a little hazy. Any spell that can end a curse can restore the creature's lost memories. **Ice Twister (CAP).** A funnel of rock-hard ice and wind spins in a violent vortex in a 10-foot-radius, 40-foot-high cylinder. The twister moves up to 20 feet in a random direction on initiative 10. Each creature that enters or starts its turn in the cylinder must make a DC 13 Dexterity saving throw, taking 9 (2d8) bludgeoning damage, and 13 (4d6) cold damage on a failed save, or half as much damage on a successful one. Any ranged attacks that pass through the twister’s area have disadvantage. **Icy Gale (CAP).** A strong icy gale imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. An icy gale also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in icy wind must land at the end of its turn or fall. A creature that spends 1 minute in an area of icy gale must succeed a DC 12 Constitution saving throw or lose 1 Hit Die. The creature must make this saving throw again every hour they spend in the icy gale. A creature that has no Hit Die remaining suffers a level of exhaustion. Icy Wind in an area covered in snow can create a snowstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight and causes creatures to lose two hit die instead of one on a failed save. **Magical Storm (BEG).** Even worse than the threat of storms is the menace of weather imbued with magic. When the party encounters a storm, roll a d100. On a 1 or 2, the storm churns with magical energy. The storm options below are inspired by, taken from, or expansions of the magical storms described in Ghosts of Saltmarsh. - ***Abjuration.*** A storm infused with abjuration magic provides protection to random creatures in the area. When a creature takes damage during the storm, roll a d6. On a 5 or 6, reduce the damage taken by half. - ***Chronurgy.*** These unpredictable storms mess with the flow of time for creatures within it. Right before the storm ends, every creature in the area must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (DM's choice), but never any younger than 1 year old. A greater restoration spell can restore a creature's age to normal.
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- ***Conjuration.*** When conjuration magic churns within a storm's heart, creatures and objects that fall victim to it may find themselves to be displaced. At least once before the storm ends, the party is teleported up to 5d20 miles to a random location that is also in the storm. - ***Enchantment.*** Storms infused with enchantment magic assault the minds of those beneath it. During the storm, all Intelligence, Wisdom, and Charisma saving throws are made with disadvantage. - ***Evocation.*** These ferocious storms are wracked with thunderbolts, driving sheets of acid rain, exploding meteors, and other dangers. During the storm, choose one effect from the Strange Precipitation entry later in this section. - ***Graviturgy.*** These chaotic storms warp the gravitational field in the area. During the storm, choose one effect from the Abnormal Gravity entry later in this chapter. - ***Illusion.*** A storm brimming with illusions poses little direct harm to a ship, but experienced travellers know it poses an insidious threat. During the storm, the party travels in a random direction that isn't its intended course. - ***Necromancy.*** Storms infused with necromancy magic assault the life force of living creatures within it. During the storm, non-undead creatures in the area have disadvantage on all Constitution and death saving throws, and undead have advantage on all saves. - ***Transmutation.*** These violently unpredictable storms cause the environment to warp and twist. The storm transforms the landscape beneath it into an amalgamation of ice, stone, and stranger materials, making travel difficult. The area in the storm is difficult terrain, some of which may remain after the storm until it is cleared. **Phase Mist (CAP).** Phase mist is a hazy cloud of swirling colours not unlike those found on the Astral Sea. This phenomenon is an exceedingly rare occurrence. Phase mist often creates confusion among those who wander into it, transporting them to an area between dimensions. Those who have entered experience a fog-bound dimension overlapping with the material plane. The effect is sporadic even after the creature leaves the mist, causing them to bounce between the ethereal realm and the material plane randomly. Phase mist is a 10-foot radius sphere. A creature who enters the area must succeed on a Charisma saving throw or be under the effects of the blink spell. \columnbreak **Strange Precipitation (BEG & WBB).** In some cases, normal precipitation will be replaced or accompanied by one or more of the strange precipitation effects detailed below. - ***Acid Rain.*** Exposed creatures and objects take 2 acid damage at the start of each of their turns. - ***Blood Rain.*** A creature that ends its turn in the rain must succeed on a Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. - ***Flaming Hail.*** Exposed creatures and objects take 1 bludgeoning damage plus 1 fire damage at the start of each of their turns. Every minute, a flaming hailstone explodes on impact in a random spot that is no more than 120 feet away from the party. Each creature within 20 feet of the impact must make a Dexterity saving throw, taking fire damage on a failed save, or half as much damage on a successful one. The explosion covers the ground with fragments, making it difficult terrain until cleared. - ***Love Rain.*** It is said this rose-hued rain falls from the sky when an archfey takes a new lover. Each creature in the rain must succeed on a Wisdom saving throw at the end of its turn or become charmed by the closest creature for 1 minute. A charmed creature can repeat this saving throw at the end of its turn, ending the charmed condition on a success. - ***Rain of Fish or Frogs.*** Fish, frogs, and other aquatic creatures fall from the sky, splattering when they hit the ground. Exposed creatures and objects take 1 bludgeoning damage at the start of each of their turns. Additionally, the ground becomes slick with gore and is difficult terrain until 2 (1d4) hours after the storm ends. - ***Slime Rain.*** Large globs of slime fall from the sky. Every minute, a colossal glob of slime explodes on impact in a random spot that is no more than 120 feet away from the party. Each creature within 15 feet of the impact must make a Constitution saving throw, taking acid damage on a failed save, or half as much damage on a successful one. The explosion covers the ground with vicious slime, preventing creatures from moving across it until cleared. This rain also contaminates all exposed water sources. Any creature that drinks the water or enters a contaminated water source for the first time on a turn or ends its turn there takes 5 acid damage. \pagebreakNum
### Natural Environmental Hazards **Abundant.** This environment has unending bounty, with beast and plant life living here in great abundance. Creatures in this environment have advantage on Intelligence (Investigation) checks made to find a campsite and Gather checks, but disadvantage on Trailblazing checks. **Animal-Friendly.** This environment has abundant wildlife and is overall made to be accommodating to traveling animals moreso than people. Creatures in this environment have advantage on Wisdom (Animal Handling), Tend to Animal, and Control Mount / Vehicle checks, but disadvantage to Bolster and Care for the Wounded checks. **Avalanche, Mudslide, or Rockslide (THJ).** Certain environments may be prone to sudden shifts in terrain in the form of an avalanche, mudslide, or rockslide. Such an event can be triggered by loud sounds, such as shouting or effects that produce thunderous booms such as the knock or thunderwave spells. An avalanche, mudslide, or rockslide can cover an area of any size. Each creature in the area must succeed on a Dexterity saving throw or take bludgeoning damage and become buried under 11 (2d10) feet of mud, rock, or snow. While a creature is buried, it is restrained and unable to breathe. The area of the avalanche, mudslide, or rockslide becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. **Bone Piles (WBB).** Deep in the lairs of monstrous creatures, adventurers might come across enormous piles of bones picked clean, the remnants of past meals. Bone piles count as difficult terrain. If combat occurs on a bone pile creatures have the potential to sink into the bones. When a creature ends its turn on a bone pile without moving from the spot where it started its turn, that creature takes piercing damage and is restrained. As an action a restrained creature can attempt to free itself and end the restrained condition with a Strength saving throw. **Broken Ground (WBB & C&W).** Broken ground is any uneven floor such as the craggy, cracked floor of an earthquake ruined temple or a forest floor eroded by the roots of trees.
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Creatures moving across broken ground can move at half speed without any problem. If a creatures moves across broken ground using a speed greater than half, that creature must succeed on a Dexterity (Acrobatics) check or fall prone. If a creature uses a Dash action while standing on the broken ground, it must make the check again. **Campsite Communal.** Campsites are found abundantly in this region. Creatures in this environment have advantage on checks made to find campsites, as well as advantage on checks made to modify campsites. **Cozy Locality.** Certain environments are simple, cozy, and rural. In these locations, morale isn't lowered easy and travel is comfortable. Checks made to Bolster and Slumber are made with advantage, and the first property of any campsites found in this environment becomes the comfortable property. Creatures in this environment have disadvantage on checks made to avoid or end the charmed condition. **Chasms & Cliffs (EARW).** Chasms are deep fissures in the earth that are easy to spot, and thus easy to avoid. When they block a path though, they can be difficult to cross as they may have a raging river crashing below or be so steep that it takes several days to climb down and then up on the other side, making it so that it is impossible to bring over wagons or pack animals. Chasms are often 2d10 x 10 feet deep and 1d20 x 5 feet wide. They are thousands of feet long, making the prospect of going around them a long and tedious journey. If a creature wishes to climb up and down cliffs, chasms, or rock walls, they can attempt a Strength (Athletics) check. You have disadvantage on this check in wet or slick conditions, or if you attempt to climb without rope or anchors. If the walls of the chasm or cliff are sheer or smooth, creatures have disadvantage on the check and the DC is increased by 5. Creatures have advantage on the check if the chasm or cliff walls are craggy or a gentle sloop, or if pitons, rope and anchors have been put in place to climb down. Furthermore, if the latter are in place and the path is clear and easy to climb, the DC decreases by another 5.
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**Courageous Area.** Locations frequented by soldiers, warriors and those of great bravery may instill the party with vigor. Creatures in this environment have advantage on Prepare checks, and all Prepare actions have their die upgraded from a d6 to a d8. **Deep Mud (WBB).** This deep mud could occur underground, in swamps, or in plains or forests after a rain storm. Deep mud counts as difficult terrain. When a creature ends its turn in deep mud without moving from the spot where it started its turn, that creature is restrained. As an action a restrained creature can attempt to free itself and end the restrained condition with a Strength saving throw. **Earthquakes (WBB).** Earthquakes could shake the ground beneath the feet of any target. If combat occurs in an area of frequent earthquakes, at the end of each round, roll a d10. On a roll of 1-3 an earthquake occurs. Every creature standing on the ground must succeed on a Strength saving throw or be knocked prone. **Eerie Environment.** Certain environments are eerie, inspiring paranoia and discomfort. Checks made to Bolster or Slumber are made with disadvantage, and campsites cannot benefit from the comfortable property. Creatures in this environment have advantage on checks made to avoid or end the charmed condition. **Exposed (EGW).** The environment offers very little in the way of protection. Creatures traveling through the environment have disadvantage on Dexterity (Stealth) checks, and campsites cannot benefit from the hidden property. **Flammable Gas (THJ).** Certain gases can be found within this environment, and produce a faint odor. When an area of flammable gas is exposed to an open flame, the gas combusts and explodes. Each creature within the gas must make a Dexterity saving throw, taking fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried. **Frigid Water (DMG).** 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 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. **Great Elevation (EGW).** Due to the higher elevation afforded by mountains, creatures can see objects and other creatures four times as far away as normal. Creatures in this environment have advantage on Wisdom (Perception), Lookout, Scout, and Keep Watch checks.
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**Greater Avalanches (WBB).** Avalanches can occur in areas where snow piles up on a slope, such as a mountain. When battle in an area with avalanche potential occurs roll a d8 at the end of each round of combat. On the roll of a 1 the avalanche covers a 30-foot-square area. Creatures in the area must make a Dexterity saving throw. Creatures who fail take cold damage, and bludgeoning damage and are knocked prone and restrained. A prone creature cannot stand up until it ends the restrained condition. A restrained creature can repeat the saving throw at the end of its turn, ending the restrained condition on a success. Alternatively, an unrestrained creature within 5 feet of the restrained creature can use its action to dig them out, ending the restrained condition. Creatures who succeed take only half damage and are knocked prone, but not restrained. The area where the avalanche occurred is considered difficult terrain. **Inspiring Region.** Areas of beauty and art can be incredibly inspiring to those traveling through it. Creatures in this environment have advantage on Chronicle, Craft and Interact with a Magic Item checks, but disadvantage on Explore, Scout, Slumber checks. **Lava (C&W).** The lava is considered difficult terrain. Any creature that enters the lava takes fire damage. Creatures that end their turn in lava take twice as much fire damage. **Lava Geysers (WBB).** Lava geysers sit on the floor of volcanic tunnels occasionally spewing lava into the air. At the end of each round of combat roll a d20. On a roll of 11 or higher a random lava vent of your choice erupts spewing a line of lava 5 feet wide and 15 feet long into the air. Creatures in the line must make a Dexterity saving throw, taking fire damage on a failed save, or half as much on a successful one. **Light Elevation (EGW).** Due to higher elevation, creatures can see objects and other creatures twice as far away as normal. Creatures in this environment gain a +2 bonus on Wisdom (Perception), Lookout, Scout, and Keep Watch checks. **Magma Eruptions (C&W).** Magma erupts from a point on the ground, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a Dexterity saving throw, taking fire damage on a failed save, or half as much on a successful one. **Mirage Oasis (THJ).** Heat rising from the sand can sometimes create a shimmering pattern that appears as light reflecting off of water to characters who observe it. These patterns can cause images of objects, people, or places that aren't truly there. All Intelligence (investigation), Wisdom (survival) and Wisdom (perception) checks in this environment are made with disadvantage as long as the pattern is not discovered to be a mirage. A creature can attempt a Wisdom (Perception) check in order to examine the pattern, determine that it is a mirage on a success. **Overwhelming Noises (EARW).** Thanks to how densely packed some environments can be, and just how loud some creatures are, it can be difficult to hear trouble before it happens. Creatures in this environment have advantage on Dexterity (Stealth), but disadvantage on Wisdom (Perception) checks.
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**Overwhelming Silence.** Certain locations are beacons of silence, being so quiet that any new noise stands out. Creatures in this environment have disadvantage on Dexterity (Stealth), but advantage on Wisdom (Perception) checks. **Overwhelming Stench (T&W).** Some environments smell so bad it can make even the most resilient adventurers sick. At the start of every Travel Phase (or Leg, if appropriate) in this environment, a creature must make a Constitution saving throw. On a failure, the creature becomes sickened and has trouble continuing their journey, decreasing their traveled pace by 1 mile per hour. During combat, at the start of every round, another Constitution saving throw must be made. On a failure, the creature becomes incapacitated until the start of it's next turn. **Pestilence (EARW).** The chance of catching diseases increases dramatically while a creature is traveling through marshes and swamps. If a creature finishes a long rest in an area of pestilence, they must make a Constitution saving throw or be afflicted with a random disease. **Poison Clouds (C&W).** When a creature enters or ends its turn in the cloud, it must make a Constitution saving throw, taking poison damage on a failed save, or half as much damage on a successful one. Failing the saving throw by 5 or more causes the creature to be poisoned for 1 minute. At the beginning of each of its turns, the poisoned creature can repeat the saving throw, ending the effect on itself on a success, provided it is no longer in the poison cloud. **Polluted Air (BEG).** Polluted air can be caused by effects like smog, airborne spores, and magical contamination. A creature that breathes polluted air and isn't adapted to it somehow must succeed on a Constitution saving throw at the end of each hour or gain 1 level of exhaustion. The DC for this saving throw increases by 1 for each additional hour spend in polluted air. Any levels of exhaustion caused by this effect go away after 1 hour of breathing clean air. **Quicksand (DMG).** A quicksand pit covers the ground in roughly a 10-foot square area and is usually 10 feet deep. When a creature enters the area, it sinks 3 (1d4 + 1) feet into the quicksand and becomes restrained. At the start of each of the creature's turns, it sinks another 2 (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 saving throw. The DC of this checks is increased by the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand starts suffocating. A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength (Athletics) check. **Rapids (C&W).** The area where the rapids are is considered difficult terrain. When a Large or smaller creature enters the rapids, it must make a Strength saving throw or be pushed 30 feet away in the direction of the water flow and have their speed reduced to 0. At the end of the creature's turn, it takes bludgeoning damage. At the start of its turn, a creature caught by the rapids can make a Strength (Athletics) check. On a success, the creature's speed is no longer reduced. **Sentinel's Surroundings.** This environment inspires great vigilance. Creatures in this environment have advantage on Wisdom (Perception), Lookout, and Keep Watch checks, and the first property of any campsites found in this environment becomes the defendable property. Additionally, creatures in this environment have disadvantage on Dexterity (Stealth) and Slumber checks. **Sewage Spewers (WBB).** In sewers covered pipes will sometimes open up and release pressurized bursts of sewage. At the end of each round of combat in the sewers pick a random pipe to open and release sewage. Creatures within 10 feet of the pipe must succeed on a Strength saving throw or be knocked prone. **Sparse.** This environment has unending bounty, with beast and plant life living here in great abundance. Creatures in this environment have disadvantage on Intelligence (Investigation) checks made to find a campsite and Gather checks, but advantage on Trailblazing checks. **Strong Current (THJ).** River rapids and tumultuous tides flow and swell across this environment. The current carries creatures and objects within it at a speed of 35 (2d6 × 5) feet on initiative 20 (losing initiative ties). **Rogue Wave (C&W).** A large and unexpected wave that can be extremely dangerous to ships across the ocean. The area where the rogue wave is located is considered difficult terrain. When a creature is hit by the rogue wave, it must succeed on a Strength saving throw or take bludgeoning damage. A creature that failed the saving throw is considered grappled by the wave. On a success, a creature only takes half as much damage. On an initiative count 20 (losing initiative ties) the rogue wave, along with any creatures in it, moves in a straight line at a speed of 50 feet per turn, and any Huge or smaller creature inside the wave must make a Strength saving throw or take bludgeoning damage. The wave damage is reduced by 1d10 on each subsequent round, and when the damage is reduced to 0, the wave ends. \pagebreakNum
**Sinkholes (WBB).** Sinkholes can appear randomly and without warning on many different types of terrain. When combat occurs in an area that has sinkhole potential, roll a d10 at the end of each creature’s turn. On a roll of 1 a 20-foot deep sinkhole with a 5-foot radius appears centered on the creature. Creatures in the area of the sinkhole must succeed a Dexterity saving throw or fall into the sinkhole, taking bludgeoning damage and landing prone. Creatures who succeed on the saving throw, end their turn in an area of their choosing adjacent to the sinkhole.
**Slippery Ice (DMG).** Slippery ice is difficult terrain. When a creature moves onto the ice for the first time on a turn, it must succeed on a Dexterity (Acrobatics) check or fall prone. **Thin Ice (DMG).** Thin ice has a weight tolerance of 160 (3d10 × 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. **Tornado (THJ).** This environment's whirling winds can produce tornadoes. If the wind is strong, the DM can choose for a tornado to occur, or can roll on a d6 to decide, with a tornado occurring on a 5–6. Tornados are difficult terrain. Each tornado has a rank, which determines its size and strength, as shown on the Tornado and Whirlpool Rank table. A tornado's height is equal to ten times its diameter. As a tornado rotates, erratic air patterns can cause it to move a number of feet equal to its velocity on initiative 20 (losing initiative ties). When a creature moves into a tornado or starts its turn there, it must make a Strength saving throw. On a success, the creature can move as normal. On a failure, the creature is immediately moved toward the vortex's center at the tornado's velocity, and the creature is restrained by the tornado until the start of its next turn. If the creature reaches the tornado's center, it is lifted upward a number of feet equal to the tornado's velocity. A tornado picks up materials and debris that it passes over, and can form a dust devil if it moves over sand, dust, loose dirt, or light gravel. The area within a dust devil is heavily obscured. A tornado that moves over intense open flames forms a fire whirl. Each creature within the fire whirl takes fire damage equal to the tornado's DC at the start of its turn. **Traveler's Territory.** This location is known for its open roads and constant streams of caravan carts which pass through it. Creatures in this environment have advantage on navigation and Control Mount / Vehicle checks, but suffer disadvantage on Craft, Explore, and Scout checks. **Water Abundance (EGW).** Fresh snow and ice can be melted to create potable water. Creatures who drink cold water without warming it have disadvantage on any saving throw made to resist the extreme cold until they either drink something hot, spend a long rest in warmer comforts, or move into an area not affected by extreme cold. Any beverages brought into this environment gain this property if they have been exposed to the cold for longer than an hour. **Water Scarcity (EGW).** Due to the bad conditions fresh water is extremely difficult to find. All Gather checks made for forage for water are made with disadvantage. \columnbreak
**Whirlpools (GOS).**
In areas where storms or opposed currents drive powerful waters together, violent mael- stroms might form.
Whirlpools are difficult terrain. Each whirlpool has a rank, which determines its size and strength, as shown on the Tornado and Whirlpool Rank table. A whirlpool's depth equals half its diameter. When a creature moves into a whirlpool or starts its turn there, it must make a Strength (Athletics) check. On a success, the creature can move normally. On a failure, the creature is immediately moved toward the vortex's center at the whirl- pool's velocity, and the creature is restrained by the whirlpool until the start of its next turn. If the creature reaches the whirlpool's center, it is pulled under the surface a number of feet underwater equal to the whirlpool's velocity. ##### Tornado and Whirlpool Rank | Rank | Diameter | Velocity | | ---- | --------------- | -------- | | 1 | 22 (4d10) ft. | 5 ft. | | 2 | 55 (10d10) ft. | 15 ft. | | 3 | 110 (20d10) ft. | 25 ft. | | 4 | 160 (30d10) ft. | 35 ft. | ### Natural Creatures & Plants **Insect Swarm.** A cloud of swarming insects fills a 20-foot-radius sphere. The swarm moves at 20 feet on each round. When a creature enters the cloud, it must make a Constitution saving throw. On a failed save, it takes piercing damage, or half as much damage on a successful one. A creature that ends its turn in the cloud must roll another saving throw. A creature cannot be damaged by the insect swarm if it’s wielding a torch or if it is at least 5 feet from a fire.
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**Itching Ivy (THJ).** Certain plants within this environment produce natural poisons, which cause intense itching on creatures unfortunate enough to come in contact with it. When a creature comes into direct contact with itching ivy for the first time on a turn, the creature must succeed on a Constitution saving throw or become poisoned for 8 hours as it is overtaken by itching. A creature can remove the poison by using a short rest to bathe in water, alcohol, or vinegar. **Luminescent Mushrooms (THJ).** Strange luminescent mushrooms can be found in this environment, each mushroom shedding dim light in a 5-foot radius around it. **Creature Hunting Ground (THJ).** Dangerous predators make their home within this environment, attracted to loud sounds such as shouting, or effects that produce thunderous booms such as the knock or thunderwave spells. When such a sound is produced, roll a d6. On a roll of a 6, the sound attracts 1 creature native to the hunting grounds, which arrives after 10 (3d6) minutes. **Razorvine (DMG).** 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 Dexterity saving throw or take slashing damage from the razorvine's bladelike thorns **Tall Grass (THJ).** Tall grass covers this environment, either in patches or near entirely, providing cover for prey and predators alike. A Large or Medium creature can attempt to hide within the grass by falling prone in the grass, and Small and Tiny creatures can attempt to hide without falling prone. If the creature moves at more than half its speed, it causes enough disturbance to reveal its location.
\columnbreak ### Magical Environmental Hazards **Abnormal Gravity (BEG).** Graviturgy magic and other powerful forces can cause the local gravitational field to change significantly. The options below detail some of the possible changes that could occur. - **Directional Gravity.** The strength of gravity in the area is normal, but the direction it pulls in is not. In the area, gravity pulls creatures and objects upwards, to the side, or in some other direction that isn't traditionally "down". - **Strong Gravity.** The strength of gravity in the area is doubled. In the area, each creature's jump distance and carrying capacity is halved, their walking speed decreases by 10 feet, and the fall damage they take is doubled. - **Subjective Gravity.** The area has no normal gravity, so creatures and objects within it float in place. Instead, a creature can move up to its walking speed in any direction by merely thinking of the desired direction of travel, and can choose the effective direction of gravity for the purpose of walking on and interacting with objects. - **Weak Gravity.** The strength of gravity in the area is halved. In the area, each creature's jump distance and carrying capacity is doubled, their walking speed increases by 10 feet, and the fall damage they take is halved. **Abnormal Sizes (BEG).** Some regions have oversized plants and creatures compared to normal. Others cause humanoids, and perhaps other intelligent creatures, to shrink down to a fraction of their normal size. Relative to the party, the effects of both of these are the same. In a region with abnormal sizes, all creatures and objects that are oversized (from the party's perspective) are tripled in size. All distances are tripled, all oversized objects have double their normal hit points, and all oversized creatures receive the following statistical changes: - The creature's size increases by two categories (e.g. from Medium to Huge). - The creature's speed and melee reach are tripled. - The size and range of the creature's spells are tripled in all dimensions. - The creature deals two extra dice of damage whenever it hits with an attack. - The creature's Strength score is increased by 8, to a maximum of 30. **Acidic Waves (WBB).** Some pools of acid have been magically enhanced by mages to be even more harmful than they seem. At the end of each round, roll a d4. On a roll of 1, a waves of acid spew from the pool, attacking all creatures in a 20-foot-radius. Creatures in the area must make a Dexterity saving throw, or take acid damage. Creatures who succeed take half damage. **Alchemic Combustibles (CAP).** Mixing reagents to create brews both foul and fair is a common practice throughout the mortal realm, undertaken by a range of folk from the lowly town herbalist, to the most powerful archmages. These practitioners work in rooms filled with shelf upon shelf of volatile concoctions, which can form potent dangers during combat. When a creature in an area of alchemic combustibles misses on an attack roll by 5 or more, roll on the Alchemic Combustibles table to determine the result. \pagebreakNum
| D6 | Combustibles | | --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | A large glass containers topples and breaks, freeing the faerie dragon trapped inside. | | 2 | A rancid stench erupts from a broken jar containing the head of a troglodyte, and lingers for 1 minute. Each creature within 10 feet of the jar must succeed on a DC 12 Constitution saving throw or be poisoned until the start of their next turn. | | 3 | A box of black ashes is scattered across the room, creating a cloud of dust that fills a 10- foot radius sphere. The sphere spreads around corners, and its area is heavily obscured. The cloud lasts for 1 minute. | | 4 | Two vials of unknown chemicals labelled with lightning bolts crack, causing their contents to mix, and starting a chain reaction. Each creature within 5 feet of the vials must succeed on a DC 12 Dexterity saving throw or take 1d8 lightning damage. A creature that takes this damage cant take reactions until the start of its next turn. | | 5 | A vial filled with yellow and orange liquid is smashed, releasing tongues of flame. Each creature within 10 feet of the vials must succeed on a DC 12 Dexterity saving throw or take 2d8 fire damage. A flammable object in the area ignites if it isn't being worn or carried. | | 6 | A wooden bowl filled with grasping weeds and vines shatters to the floor. Each creature in a 10-foot square around the bowl must succeed a DC 12 Strength saving throw or be restrained by the vines for 1 minute. A creature restrained by the plants can use its action to make a DC 12 Strength check, freeing itself on a success. |
**Antimagic Zone (CAP).** An antimagic zone is an area that has been severed from the magical energy that permeates the multiverse. While not confirmed, it is said that areas such as these are the result of a territory war between powerful beholders. In most cases, adventurers stumble upon the areas by accident, oftentimes not realizing it until they’re already deep within the area. Antimagic zones vary in size, but are rarely larger than a 100-foot sphere. The only visual evidence is a slight distortion in the area much like the air above a burning campfire. Within an anti-magic zone spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the area and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the area have no effect on that target. While the antimagic zone can’t be completely dispelled, it can be suppressed by the dispel magic spell. A creature that casts dispel magic must succeed on an ability check using their spellcasting ability. On a success, a 15-foot cube area of the antimagic zone is suppressed for the spell’s duration. **Astral Rift (THJ).** Energy from the Astral Plane suffuses the certain places within this environment. An astral rift cover an area of any size, and the space within it is distorted. Each creatures within an astral rift can't use its normal movement speed, and instead has a movement speed (in feet) equal to 3 × its Intelligence score. Additionally, checks made to navigate the environment within an astral rift are at disadvantage. \columnbreak **Astral Spiral (CAP).** The astral sea contains numerous gateways that lead from the Astral Plane to other planes. They appear as dimensional pools of rippling colors. When two of these gateways collide, and astral spiral is formed. The spiral appears as two swirling orbs of colorful light that travel in a corkscrew, descending and ascending in a 15-foot square. When a creature enters the area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw. On a failed save, the creature’s astral body is pushed into the Astral Plane. The material body that is left behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age. The creature’s astral body resembles that of their mortal form in almost every way, including carried possessions. The principal difference is the addition of a silvery cord that extends from between the shoulder blades and trails behind the creature, fading to invisibility after 1 foot. This cord tethers the astral body to the material body, as long as the tether remains intact, the creature can find its way back to its body in 1d20 minutes. If the cord is cut - something that can happen only when an effect specifically states that it does - the character’s soul and body are separated. Creatures in this state have 24 hours to reconnect to their bodies before attracting beings of the Astral Plane that wish to devour their astral bodies. A creature that fails to return to their body dies. **Blast Cloud (CAP).** Some flowers have a special affinity for magic in the weave. Much like sunlight, they end up absorbing some of the weave’s power and releasing it in their pollen. The pollen drifts about and can end up filling an area, making it overly sensitive to magical effects and causing them to expand beyond their normal reach. This is known as a blast cloud. The blast cloud covers a 30-foot cube that is filled with a scintillating cloud of pollen that lightly obscures the area. Each blast cloud is in tune with a different damage type; cold, fire, lightning, or poison. When an area of effect spell is cast in the blast cloud that deals damage of the matching type, the blast cloud amplifies the magic, doubling the dimensions of the spell’s effect. \pagebreakNum
**Blood Rock (C&W & CAP).** This area might be the result of an old and forgotten, bloody ceremonial sacrifice, a massive battle between armies that fought for centuries, or the place where a powerful otherworldly creature was slain. The area is covered by stones with a red tone, bones covered by dirt, mud and dry blood. Any creature standing in this area can score a critical hit on a 19 or 20. A creature who enters or starts its turn on an area of blood rock must succeed a Wisdom saving throw. On a failure, the creature tosses aside all concern for defense to attack with fierce desperation. The creature must use its action to make a weapon attack. The creature has advantage on melee weapon attack rolls, but attack rolls against them have advantage while they are in an area of blood rock. At the beginning of each of its turns, an affected creature in the area of blood rock can repeat the saving throw, ending the effect on itself on a success. If a creature leaves the blood rock, the effect ends without having to make a saving throw. **Brainswell Nebula (CAP).** Drifting through the Astral Sea are vast, village-sized blue-black cloud formations that resemble something akin to a pulsating brain. These clouds appear most prominently in areas occupied by the Githyanki, whose pirates are well aware of the brainswell nebulas power to interrupt and weaken spellcasting. The area within a brainswell nebula is lightly obscured. Any creature that casts a spell of first level or higher while in an area of brainswell nebula must succeed on a Constitution saving throw or take psychic damage, and the caster must expend an additional spell slot of the same level or higher to finish casting the spell. If the caster is unable to, or chooses not to pay the cost, the spell fails and has no effect. On a success, the creature takes half as much damage and the spell is cast as normal. **Choke Frost (CAP).** This deadly frost is found in most icy caves or in the lair of powerful creatures who shroud themselves in the chill of winter’s breeze, such as yetis, ice devils, ice elementals or white dragons. This white mist hardens into an icy, crystal-like form and saps the strength of creatures who stand upon its surface, slowly turning their flesh icy blue as it drains away their warmth. Each time a creature enters an area of choke frost, or ends its turn there, it must succeed on a Constitution saving throw or lose 1 Hit Die. The area is difficult terrain. A creature who has resistance to cold damage has advantage on the check. Creatures with immunity to cold damage ignore this effect. \columnbreak **Cloudspore (CAP).** Often found in dark damp caves and littering the Underdark, these blue and purple mushrooms release a cloud of spores as a defense mechanism when a creature touches them. The purple spores fill the air in a thick cloud in a 20-foot-radius sphere. The sphere spreads around corners and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. **Conjuror's Bemoan (CAP).** Conjurors’ Bemoan is an area were once powerful mages failed in casting the Gate spell. Rather than jumping to a new plane, the spell created a powerful arcane backlash, killing the caster and infusing the area with energy that enhances conjuration magic. An area of conjurors’ bemoan can be any size up to a 50-foot-radius sphere. When a creature casts a conjuration spell of first level or higher in the area, the effect is empowered as if the spell was cast one level higher than the spell slot used, up to 9th level, and increases the spell save DC by 1. **Dark Ice (BEG).** Similar to sapping snow, dark ice is ice that has been imbued with negative energy and drains the life force of creatures that touch it. Whenever a creature starts its turn touching dark ice, that creature must succeed on a Constitution saving throw or take necrotic damage. The creature's hit point maximum decreases by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. If this effect reduces the creature's hit point maximum to 0, the creature dies, and its body freezes into the dark ice. **Death Circle Ruins (C&W).** This area surrounded by dark stone pillars is infused with necrotic energy. Any healing effect (such as a cure wounds spell) only heals half as many hitpoints as they normally would. At the end of every hour spend in the Death Circle Ruins, any living creature within this area must make a Constitution saving throw. On a failure, its hit point maximum is reduced by a number of d6's equal to half their level (rounded up). To recover the reduced hit points, the creature must stay outside the area covered by the death circle ruins for 1 hour. **Defiled Ground (C&W).** The dark energy fills this area, attracting undead creatures to this area. Any undead creature gains a +1 bonus on attack rolls while standing in the defiled ground. Additionally, when an undead is reduced to 0 hit points, roll a d20. On a 10 or higher, the undead creature rises with 1 hit point on its next turn. If an undead is reduced to 0 hit points by radiant damage, it cannot roll for rising again. At the end of every hour spend on the Defiled Ground, any living creature within this area is forced to make a Constitution saving throw. On a failed saving throw, it takes necrotic damage. **Desecrated Ground (DMG).** Certain areas within the environments 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. 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. Undead standing on desecrated ground have advantage on all saving throws. \pagebreakNum
**Dimensional Turbulence (CAP).** Transportation magic is a powerful, and in most cases very reliable, source of trans- portation. However, in rare instances two wizards are caught casting two teleportation spells to the same location simul- taneously, causing an instability in the fabric of a plane, and making teleportation in the area difficult and inaccurate. The resulting distortion is known as dimensional turbulence. An area of dimensional turbulence is visible as a faint rip- pling of space with flashes of twinkling of purple light. Any creature who teleports while in dimensional turbulence is transported to a random space within 50 feet of the target location. **Doomlight Crystal (CAP).** These beautifully glowing intricate rock formations are most commonly found in clusters in the Underdark, but have been discovered in a few locations in surface caves. The light that emanates from these crystals is caused by a violet gas trapped within them. Characters can break the crystals from the ground and use them as light sources. Once broken from the ground, a crystal holds its light for 1d10 days. The smaller, fist-sized crystals can be used in place of torches as they spread dim violet light in a 10-foot radius. While the smaller doomlight crystals aren’t too dangerous, as they grow in size their risk becomes apparent. These rocks can be as big as boulders; 5-foot-cube in size. At this size their dim light reaches out to a 50-foot radius. If a doomlight crystal is hit with any attack that deals more than 5 points of damage, they explode instantly. Each creature in a 15-foot cube originating from the crystal must succeed a Dexterity saving throw or take piercing damage, or half as much on a failed save. The area then becomes difficult terrain. **Eldritch Influx (CAP).** Eldritch Influx is a tear in the weave where magical energy seeps into the air, creating a small pool approximately the size of a caravan wheel. This 5-foot cube area of magical energy resembles a collection of rippling stars, giving off a faint hum and aura of power. A creature can use their action to attempt to draw in some of the influx’s energy into a magical item. The creature must make a DC 17 Intelligence (Arcana) check. On a success the creature can choose a magic item with expended charges and restore up to its maximum charge capacity. On a failed check the magical item experiences a backlash from influx of eldritch energy The character must roll a d20. On a 1 the item turns to ash and is destroyed.
In either case, the power is expended and cannot be used again.
\columnbreak **Elemental Excess (BEG).** Regions that are touched by the Elemental Chaos may output excess energy of any number of elements, as described below. Each element below has a list of possible spell effects that can be associated with it, which can be chosen from by the DM with the severity of the elemental excess and the level of the party in mind. - ***Air.*** The region is constantly filled with strong winds. In addition, powerful air streams, currents, and winds pass through the area and take on various shapes and sizes. These wind patterns can be represented by the effects of spells like gust of wind, wind wall, control winds (XGE 152), and whirlwind (XGE 171). - ***Earth.*** Dirt, rock, and other earth in the region constantly churns and shifts, causing the region to be difficult terrain. Such shifting can be represented by the effects of spells like erupting earth (XGE 155), bones of the earth (XGE 150), wall of stone, move earth, and earthquake. - ***Fire.*** The region is filled with smoke and flames that lightly obscure everything around them. In severe cases, the area might also suffer from extreme heat due to the unbearable temperatures created by the flame. The movement and formations of fire in the region can be represented by the effects of spells like control flames (XGE 152), create bonfire (XGE 152), flaming sphere, wall of fire. - ***Water.*** Water in the region flows twice as fast compared to the norm, and the area is frequently flooded and filled with heavy precipitation. The flow and shape of water in the region can be represented by the effects of spells like create or destroy water (create only), control water, wall of water, and watery sphere (XGE 170). **Elemental Font (CAP).** Sparks of lightning, tongues of flame, cracks of thunder, or flakes of snow, all can be found in areas where surges of powerful planar energies filter into the material world, empowering elemental effects. Each font is attuned to a damage type. If a creature casts a spell of first level or higher while standing in an area with the elemental font of power of a matching element, the effect is empowered by the planar energies, increasing the effect of the spell as if it was cast one level higher than the spell slot used, up to 9th level, and increasing the spell save DC by 1. \pagebreakNum
**Energy Locus (THJ).** A mystical focus for elemental energy can be found within this environment, filling an area of any size. Each energy locus heighten the power of a different type, from acid, cold, fire, lightning, or thunder energy. Effect within the area that deals damage of the type that matches the locus deal maximum damage. **Eye of Doom (CAP).** These large columns depict the Lady of Doom in a seductive form with a hint of a mischievous smile. The marble columns are created by her most devoted followers, and some say that Lady Doom herself blesses the massive idols. The square carved structure stands 20 feet tall and 5 feet wide. A creature who stands within 30 feet of the Eye of Doom and casts an illusion spell of first level or higher has the effect empowered as if the spell was cast at one level higher than the spell slot used, up to 9th level, and increases the spell save DC by 1. **Fey Circle (CAP).** Fey circles frequently appear as tangled vines and large toadstools twisted into the form of a beautiful round wreath in a 5-foot square area. The area is imbued with the extraordinary power of the Feywild. A creature standing in the area can use a bonus action to harness the power of the fey circle. The creature makes a DC 15 Intelligence (Nature) check. On a success they cast the misty step spell as normal, on a failed save their destination is decided randomly by the DM. **Feywild Transpose (CAP).** Colours in the feywild are usually the purest that are ever seen; bright and lively beyond imagination. Yet in some locations, the practical jokes of pixies sometimes go a bit too far. Trees are blue and red, the grass is orange, the sky is even green. Creatures that enter this area for the first time must make a Charisma saving throw. On a success their equipment changes to various vibrant colors. On a failure, the creature’s gender is switched. Additionally, the creature is under the effects of the charm person spell as if cast by the first humanoid creature that they see. For one day the creature first seen by the charmed is viewed as that creature’s true love. At the end of a long rest, a creature may repeat this saving throw, ending the effect on a success. Leaving the area of Feywild Transpose changes all equipment back to its normal color.
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**Force Shockwaves (WBB).** Ancient rituals of mighty power often cause the caster to give off shockwaves of residual magic energy. These rituals are the stuff of legend, their power beyond normal spells. At the start of every Travel Phase in this environment, creatures must make a Strength saving throw or have their movement speed for that hour halved (rounded down, minimum of 1 mi. per hour), as shockwaves pull through the environment. In close proximity to the ritualist, the shockwaves become even more dangerous. At the end of each round, each creature within 30 feet of the ritualist must make a Strength Saving throw. On a failure, the creature takes force damage, is pushed 10 feet away from the ritualist, and is knocked prone. Creatures who succeed take only half damage and are not pushed or knocked prone. These shockwaves stop once the ritual is complete or the caster is no longer able to perform the ritual. **Ghostly Ground (WBB).** Sometimes burial grounds are long forgotten. The headstones and mounds wear down without ever leaving evidence that any bodies are decaying in the ground. The restless spirits of these dead sometimes manifest just for an instant to cause havoc before disappearing. When loud noise (such as battle) occurs on ghostly ground the spirits are awakened. At the end of each round, a spirit appears adjacent to a random creature on the ghostly ground and makes a melee attack against that creature. If the spirit hits, the attack deals necrotic damage and the target must succeed a Constitution saving throw or become paralyzed for 1 minute. A paralyzed creature can repeat this saving throw at the end of its turn, ending the paralyzed condition on a success. **Hallowed Ground (CAP).** This is the site of a devout priests and powerful rituals, and ceremonies to a specific deity and has been infused with holy energy. The scent of oils and incense fills the area, attracting beautiful creatures such as butterflies, song birds and other adorable critters of nature. Healing on hallowed ground restores an additional number of hit points equal to your level. If you restore hit points using a spell of first level or higher, the effect is empowered as if the spell was cast at one level higher than the spell level used, up to 9th level, and its spell save DC is increased by 1.
\pagebreakNum **Healing Water (BEG).** Healing water is a stronger version of holy water that rejuvenates living creatures that submerge themselves in it. It is most often found in sacred groves protected by druids, natural springs infused with primal energies, and magical fountains blessed by divine powers. Traditionally, healing water loses its magic if removed from the area of its original source. A creature that isn't a construct, fiend or undead, which submerges itself in healing water regains 1 hit point every minute. At higher levels, the amount of healing done by Healing Water is increased: to 2 hit points at 5th level, 5 hit points at 11th level, and 10 hit points at 17th level. How often Healing Water can be used is up to the DM's discretion. Some sources of Healing Water may only heal characters up to half their hitpoint maximum, while others may have a pool of hitpoints to distribute, while other springs may heal less than their level threshold, but have no limit on how many hit points it can restore. --- Additionally, some instances of healing water have other properties which affect creatures submerged in the water for longer spans of time, as detailed below:
**Enthrall.** At the end of every minute, a submerged creature must make a Wisdom saving throw. On a failed save, the creature is unwilling to leave the general vicinity of the healing water. Causing the creature to leave the healing water allows them to repeat this saving throw. After three failed saving throws, the creature never willingly leaves the area the healing water is in and, if forcibly removed, does everything in its power to return to the water. Creatures that are forced out of the water for 1 minute or longer can repeat their saving throw against this effect. On a success, the effect ends. Creatures that cannot be charmed are immune to this effect. A dispel evil and good spell removes this effect from the creature. **Fortify.** At the end of an hour, a creature becomes immune to non-magical bludgeoning, slashing, and piercing damage for 24 hours. **Obliviate.** At the end of every minute, a submerged creature must make a Wisdom saving throw.Fey creatures automatically succeed on the saving throw, as do any creatures, like elves, that have the Fey Ancestry trait. A creature that fails the saving throw remembers nothing from its time spent in the healing water, nor does it remember the healing water's location. On a successful save, the creature's memories remain intact but are a little hazy. Any spell that can end a curse can restore the creature's lost memories. **Regenerate.** At the end of every hour, a creature's severed body members (fingers, legs, tails, and so on), if any, are restored. **Revitalize.** At the end of every hour, a creature's exhaustion level, if any, is reduced by 1. **Youthful.** At the end of every hour, if a creature has been magically aged by an aging effect (such as that of the Ghost's Horrifying Visage), the aging caused by the effect is reversed.
\columnbreak **Horrifying Visions (CAP).** Oftentimes locations of scenes of horrible torture have their pain and suffering magically burned into the material world by making deals with monstrous fiends. Their prayers of anger, sorrow, and revenge lead them to pleading for their tormentors to suffer as they did. Devils and demons and other monstrous fiends agree to end their pain, so long as they agree to inflict pain on others in their place. Upon agreeing their souls are used to curse the area, tormenting all who enter with horrible nightmarish visions, leading some to go mad. The first time a creature enters the area, as well as after every 10 minutes spend in the area, they are forced to make a Wisdom saving throw. On a failure, the creature must roll on the short-term madness table (DMG pg 259). If the saving throw is failed by 5 or more, they instead roll on the long-term madness table and suffer 1 level of exhaustion. Failing the saving throw three or more times, causes the creature to go truly mad. Roll on the indefinite madness table. Madness effects can be suppressed by calm emotion or similar effects. Spells and effects such as lesser restoration can rid a creature of short-term or long-term madness. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness. **Icicle Spears (CAP).** Caves high in the arctic mountains are always chock full of large, frozen icicles that hang from the cavern ceiling like a frozen hangman's axe waiting to send creatures to the afterlife. With clever tactics and a good aim, the hazards can become a powerful weapon used against enemies. A creature can make a ranged attack to hit an icicle spear. The icicle spear has an AC of 15, 10 hit points, and a damage threshold of 7. If the icicle spear’s hit points reaches 0, it falls from down the ceiling in a straight line. Each creature located in a 5-foot radius of where the spear lands must succeed on a Dexterity saving throw or take cold damage. Roll a d20, on a 10 or higher the icicle spear remains in place as a broken icy cone piercing the ground that is 5 feet high and 5 feet wide. **Infernal Fumes (CAP).** While infernal fumes are most common in the Nine Hells, they can also be found on the material plane in areas of extreme heat, such as a volcanic mountain or caverns that lead deep into the core of the world. These massive clouds of gray smoke glow red with an inner heat. While these aren’t sentient in the traditional sense, many that have come across them believe the fumes to be a living creature. This is due to the fact that they frequently drift about seeking creatures to choke and burn in their hellish cloud. Infernal Fumes fill a 15-foot radius sphere, which is heavily obscured. The Infernal Fumes can move up to 30 feet in a round, acting on initiative 10. A creature that enters the infernal fumes, or starts its turn there must make a Constitution saving throw taking fire damage on a failed save, and begins to suffocate (see Suffocating in PHB pg 183). On a success they take half damage and do not suffocate. \pagebreakNum **Jade Flame (CAP).** The jade flame is a Medium column made of vibrant green flame that burns everything that comes in contact with it. The chaotic nature of the power is intriguing in many ways. While a creature or object burns under its green dancing flame, it cannot be harmed by other sources of heat. A creature that enters an area of jade flame for the first time or ends there is immune to fire damage while in the column and must make a Dexterity saving throw taking radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for 1 minute. The burning target sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a successful saving throws. If damage from this effect kills a target, the target is turned to ash. **Life Circle Ruins (C&W).** This area surrounded by white stone pillars is infused with pure life energy. Every minute, any living creature that begins its turn within this area regains 1 hit point. At the end of every hour spend in the Life Circle Ruins, a creature can end one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed or poisoned. At 12th level, creatures instead regain 5 hit point at the start of their turn. Additionally, at the end of every hour spend in the Life Cirlce Ruins, a creature can instead choose to remove 1 level of exhaustion, or end any of the following conditions: charmed or petrified. **Loadstone (CAP).** This strange ivory colored stone drastically increases the weight of all objects within 20 feet. An area covered in loadstone counts as difficult terrain, which also applies to jumping or flying. Any ranged attacks that have line of sight through the area have their normal and maximum range reduced by half and have disadvantage on attack rolls. **Memory Lapse (CAP).** On rare occasions the creation of a homunculus can go awry. During the ritual, powerful magic is used to sculpt and form not only the creature's body, but also the memories and personality. When the ritual caster fails in its creation, the magic used to shift and modify the memory to fit the caster’s desire often lashes out and affects the terrain around the ritual location. The only indication of this hazardous area is clay, ash, mandrake root, and blood; the remnants of components that were used in the ritual. The hazardous area is 50-foot sphere centered on the ritual area. A creature that casts a spell of 1st level or higher while within area must succeed on an Intelligence saving throw after casting the spell. On a failed save, the creature no longer has that spell prepared. **Pendragon Endowment (CAP).** The world is full of lore of great heroes of the past, many of which died in climactic battles, sacrificing themselves for the good of the world. Others go on to retire in secret away from the enemies they’ve made and the eyes of the public in order to live out their life in peace. When a great hero passes, the place of their burial sometimes becomes a focal point of power and a place of hope. Adventurers may make pilgrimages to these locations before or after overcoming a difficult challenge. In these groves, it is said that legendary kings and heroes which met their end have left a gift for those that take up their quest. \columnbreak
Taking a short or long rest in this this 20-foot radius area grants creatures the effect of "Heroic Endowment" for 24 hours. Creatures can not gain this benefit again until one year has passed. > ##### Heroic Endowment > The creature gains a number of temporary hit points equal to their level + their Constitution modifier. Additionally, this effect removes 1 level of exhaustion, and ends one common curse affecting the creature. If a creature is under the effect of multiple curses, the curse ended is chosen at random. > > If the creature under this effect is of 12th level or higher, the effect allows you to add your highest modifier to the temporary hit points instead of Constitution. Additionally, this effect now ends one either a common or uncommon curse. If the creature is under effect of both common and uncommon curses, an uncommon curse is ended first.
**Petrifying Swamp (WBB).** Certain swamps are said to have areas cursed long ago by covenants of hags. The areas are usually marked by statues of various creatures sinking into the swamp. Any creature that makes an attack roll, or forces another creature to make a saving throw is forced to make a Constitution saving throw at the end of its turn. On a failure, the creature is stunned. A stunned creature can repeat this saving throw at the end of its turn, ending the stunned condition on a success. On a failure, if the creature is still within the Petrifying Swamp, the creature is also petrified. A creature is no longer petrified if it is removed from the swamp, cleaned, and untouched by the swamp for at least 1 hour. **Pillar of Health (CAP).** This tall obelisk or tree is inscribed with deep glyphs and overflows with nature’s life energy. The power seeps into an area within a 10 foot radius of the obelisk. Plants grow and bloom here year round, regardless of the weather. A creature who starts its turn within 10 feet of the obelisk can use a bonus action to make a DC 15 Intelligence (Nature) check. On a success the creature can spend one Hit Die and gain a number of temporary hit points equal to the number rolled. **Planar Effects (BEG).** When a region is influenced by a certain plane of existence, you can represent this influence by applying the planar effect for that plane to the area, as described in the Planar Effects optional rule (DMG 50). **Quick Sear (CAP).** This metallic green, ooze-like substance is a mixture of acid and quicksilver. Quick sear is usually found in small puddles no larger than a 5-foot radius circle. A creature who enters an area of quick sear for the first time or ends their turn there gains resistance to lightning damage and must make a Constitution saving throw taking acid damage on a failed save, or half as much damage on a successful one. \pagebreakNum
**Sacred Shrine (C&W).** A sacred shrine is dedicated to a particular deity, infusing with divine energy the area nearby. A creature that shares the deity's morality (good, evil, or neutral) standing within 10 feet of the shrine begins to glow faintly. Whenever the creature makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw. At the end of every hour spend near the Sacred Shrine, creatures that have a different morality to the deity's alignment must succeed on a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls against creatures that shares the deity's morality. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Shadowfell Despair (CAP).** Similar to the Feywild, the Shadowfell overlaps the Material Plane, but unlike the colorful plane of the Feywild, the Shadowfell is entirely devoid of color and life. Aside from the bleak landscape it is a near replica of the Material Plane. The Shadowfell is filled with a melancholic atmosphere, and on occasion some of that darkness seeps into the Material Plane, stealing its color and sending creatures in the area into despair. Once per day, if a creature has spend at least an hour in this area, they are forced to make a Wisdom saving throw. The DC of this saving throw increases by 1 for every previous successful save. On a failure, the character is affected by despair. Roll a d6 to determine the effects, using the Shadowfell Despair table. If a creature is already suffering a despair effect and fails the saving throw, the new despair effect replaces the old one. A creature can repeat the saving throw at the end of a Long Rest, ending the effect on itself on a success. A calm emotions spell removes despair, as does any spell or other magical effect that removes a curse. ##### Shadowfell Despair | d6 | Effect | | --- | --- | | 1–2 | **Apathy.** The creature has disadvantage on death saving throws and on Initiative rolls, and gains the following flaw: "I don't believe I can make a difference to anyone or anything" | | 3 | **Dread.** The creature has disadvantage on all saving throws and gains the following flaw: "I am convinced that I am going to die in this place." | | 4 | **Hallucination.** The creature has disadvantage on ability checks and saving throws that use Intelligence or Wisdom, and gains the following flaw: "I cant tell whats real anymore." | | 5 | **Paranoia.** The creature has disadvantage on attack rolls and ability checks that use Intelligence, Wisdom, or Charisma, and gains the following flaw: "I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time."" | | 6 | **Madness.** The creature rolls on the Long-Term Madness table in the (DMG pg 260) and gains the following flaw: "There's only one person I can trust, and only I can see this special friend." | \columnbreak
**Shadow Motes (CAP).** These orbs of darkness are often mistaken for creatures such as a ghosts or other spooks.
However, they are in fact a manifestation of the aberrant necrotic energy that has bled over from the Far Realm. These small black and purple floating spheres dart around randomly as if carried upon invisible gusts of wind, sometimes converging on sleeping or incapacitated enemies. The floating motes each occupy a 5-foot square area hovering just above the ground. Any creature standing in the area of a shadow mote must make a Dexterity saving throw or take necrotic damage. A creature whose hit points drop to 0 while in the area becomes cursed, haunted by half-remembered nightmares of aberrant creatures from the Far Realm. The visions appear as phantasms in the creatures peripheral vision, causing paranoia and fear. All attacks against the creature have advantage and the creature moves at half speed until the effect is removed by the remove curse spell or a similar effect. **Shifting Landscape (BEG).** In some regions, magic causes the terrain to shift into new arrangements. In other regions, illusion magic prevents the party from accurately gaining their bearings, causing them to end up at locations they might not have expected to find. Relative to the party, the effects of both of these are the same. In a region with shifting landscape, settlements, dungeons, and other notable locations of interest shift up to 6 miles to a new area over the course of 24 hours, or at least appear to do so from the party's perspective in the case of an illusion. This causes the party to automatically become lost, and they can't regain their bearings until they escape the region. Additionally, unless the party can figure out how to see past an illusion-based effect (which truesight can identify, but might not overcome), any map of the region will quickly be rendered outdated and useless within two days or so. **Sultan's Decree (CAP).** Somewhere, out in the harshest deserts of the Material Plane, is a place where the endless sands dissipate to reveal a throne room filled with thrumming crystals the size of wagons. The crystals very in color and texture, and their constant humming, which sounded intriguing from the outside, takes on a terrifying timbre within the chamber. A creature that enters the area for the first time, or ends their turn within 30 feet of the crystals must succeed on a Wisdom saving throw, or be under the effects of the command spell. They follow the next one-word command issued in a language they understand. On a success the creature becomes immune to the effect of the sultan’s decree again for 24 hours.
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**Switching Mirror (WBB).** These huge magic mirrors are often used to line the ceilings, floors, or walls of lavish palaces expecting invaders. The mirrors are also popular in the temple of trickster gods. During combat at the end of the round each creature who can see the mirrors must roll a d20. Creatures who roll the same number immediately switch places in a clockwise order. **Temporal Distortion (CAP).** Time is said to be relative to those who perceive it. Being a creation of mortals as a way to track their lives, there are some places in the world where time moves differently. In popular faiths it is said that these small pockets of temporal distortion are where a god was born into the world. These small areas of focused power are often no larger than 5-foot sphere. These areas provide a unique perspective of the world while under their influence. --- *Haste Distortion.* In a haste distortion it seems as though the world slows down around the creature that stands in its area of effect. A creature who enters this area for the first time or starts their turn there gains the following benefits while they remain in the area; their speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an object action. --- *Slow Distortion.* In a slow distortion it seems as though the world speeds up around the creature that stands in its area of effect. A creature who enters this area for the first time, or starts their turn there gains the following effects; their speed is halved, they take a -2 penalty to AC and Dexterity saving throws, and can’t use reactions. On their turn, they can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, they can’t make more than one melee or ranged attack during their turn. \columnbreak If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. **Thunder Shards (CAP).** These light blue crystalline shards with white web-like veins are solidified thunder energy. They resonate with the sound of a distant thunderstorm, shuddering from the energy hidden within. Most creatures who have knowledge of these shards often do their best to avoid them. Others though, such as orcs and hobgoblins, are well aware of their danger, as well as their battlefield advantage. They sometimes place their camps or fortresses near them, using them as defensive fortifications or alarms. An area of thunder shards is difficult terrain. If a creature makes a ranged or melee attack against a target standing near the shards and misses by 5 or more, the shards in the area explode with a thunderous wave of energy. Each creature in a 10-foot cube centered on the missed creature must make a Constitution saving throw. On a failed save, a creature takes thunder damage and is pushed 10 feet away from the missed creature. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from the centered origin by the shard’s effect, and emit a thunderous boom audible out to 300 feet. \pagebreakNum
**Touch of the Far Realm (CAP).** In areas where stray energies from the Far Realm touch the material plane, matter is warped and twisted into disgusting visages. These areas often contain a tear in the fabric of space that emanates sickly purple colors. These 50-foot cube areas around the tear become Far Touched. A creature entering the area for the first time or that starts its turn there must succeed on a Constitution saving throw or take psychic damage, and suffer an effect on the mutation table (see below). A creature within 10 feet of the tear has disadvantage on the saving throw. The mutation lasts 3d10 days. The effects are cumulative, meaning it is possible to have more than one effect at a time. While under the mutation effect, the creature has disadvantage on all Charisma checks. The mutations can be removed with greater restoration or similar magical effects. **War Ground (WBB).** The blood which soaked into this ground from wars long ago has left a distinct red stain on the land. Creatures who stand on the ground deal maximum damage whenever they hit with a melee attack. **Weaveflow Node (CAP).** This natural formation has a special affinity for magical power. The area can be seen shimmering with energy, and any creature who stands in an energy node instantly feels the touch of power. Creatures that can cast at least one spell can attempt to draw that energy into themselves. A creature can use an action to make a DC 15 Intelligence (Arcana) Check. On a success the creature can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than their proficiency modifier. On a failed save, the creature suffers the backlash from influx of eldritch energy and gains1 level of exhaustion.
##### Touch of the Far Realm | d6 | Mutation Effect | | --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Boils and Sores.** The creatures body is covered in painful and irritating boils and sores that leak fluids and are prone to infection. Whenever the creature takes damage they take an slashing damage expressed in d6's, and the creature has disadvantage against all saving throws against poison effects. | | 2 | **Tentacles.** The creatures arms turn into slimy grey tentacles. As an action, the creature can use one of them to try to grapple a creature. Each one is also a natural weapon, which can be used to make an unarmed strike and has a reach of 10 feet. If the creature hits with it, the target takes bludgeoning damage equal to their Strength modifier + a number of d6's equal to half their proficiency modifier (rounded down). Immediately after hitting, the creature can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and cant wield weapons, magic items, or other specialized equipment. | | 3 | **Barbed Carapace.** The creatures body begins to harden and become disfigured, looking similar to a carapace. While not wearing armor their AC is increased by 1. At the start of each of their turns, the carapace deals piercing damage expressed in d6's to any creature grappled by, or grappling the creature. | | 4 | **One Eye.** The creatures eyes move to the center of their forehead and merge into a single eye. This causes poor depth perception. The creature has disadvantage on any attack roll against a target more than 20 feet away. | | 5 | **Rubber Body.** The creatures body becomes soft and rubbery, making it difficult to stand up straight and use its muscles properly. Its speed is halved, it has disadvantage on strength checks, and it doesn't add its strength or dexterity modifier to weapon damage. It gains immunity to bludgeoning damage and takes half damage from falls. The creature can also squeeze into tight spaces providing its equipment can fit. | | 6 | **Hemophilia.** The creatures skin turns black and blue as if bruised. Its blood is altered and lacks coagulating agents, meaning that any cuts continue to bleed until the wound is closed. If the creature is hit with an attack that deals slashing or piercing damage, they must succeed on a Constitution saving throw, losing 1 Hit Die on a failure. They must make the save again every hour until the wound is healed completely by a magical effect, or a Wisdom (Medicine) check. |
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### Magical Creatures & Plants **Angelic Lantern (CAP).** Angelic lanterns are small collections of pulsating orbs of golden light; a manifestation of divine will. It is said that these lanterns are found in locations where an angel has fallen and lost its connection to its deity, leaving behind a remnant of divine power on the material plane. Three lights hover 5 feet from the ground and occupy a 5-foot square. They wander aimlessly in a 20-foot radius circle at a speed of 15 ft on initiative 10. They shed bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature in the area can use a bonus action to attempt to harness the divine light by making a DC 15 Intelligence (Religion) check. A creature with an evil alignment cannot benefit from this terrain’s effect. On a success, the angelic lanterns bond with the creature giving them the 'Angelic Blessing' as long as the characters stays within 20 feet of the Lanterns. The Angelic Blessing can be used a total of three times, before the Angelic Lanterns disappear. With each use of the lantern’s power, the radius of its light is reduced by 10 feet. > ##### Angelic Blessing > The next time the creature hits a target with a melee weapon attack, the weapon flares with a shimmering golden intensity, and the attack deals extra radiant damage to the target expressed in d6's, and causes the target to ignite in divine flames. > > At the start of each of its turns, the target must make a Constitution saving throw. On a failed save it takes additional radiant damage, expressed in d6's. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends. > > If the bonded character is of 12th level or higher, they can instead expend a use of the Angelic Blessing to attempt and turn a celestial, fiend, or undead within 30 feet of them. The creature must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. > > A turned creature must spend its turns trying to move as far away from the character as it can, and can't willingly end its move in a space within 30 feet of the character. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. \columnbreak **Blood Midge Cloud (CAP).** Blood midges are tiny insects—similar to mosquitos—that have a voracious appetite for humanoid blood. They group together in vast swarms that can drain the blood of an individual in minutes. The massive, devouring swarm fills a 20-foot sphere. The blood midge cloud spreads around corners, and its area is heavily obscured and considered difficult terrain. The blood midge cloud acts on a number of initiatives depending on its Danger Level: 5 and 10 as a Setback, 15 as Dangerous, and 20 as Deadly. On its initiative, if no creature is in the cloud, it moves up to 15 feet and attempts to cover as many living creatures a possible. When a creature enters the area for the first time or ends its turn there, it must make a Constitution saving throw. On a failed save, creatures takes piercing damage and loses a hit die. On a successful saving throw, they only take half as much damage on a successful one and do not lose a hit die. An area of blood midge exposed to any area effect that deals magical damage is instantly destroyed, shrinking the cloud’s area by a minimum of 5-foot. **Cave Slime (CAP).** This thin blue slime is harmless but extremely slick, and has a nearly frictionless surface. Rumour has it that these slime patches are the remnants of the prey of gelatinous cubes. A creature who enters or starts its turn on the cave slime must make a Dexterity (Acrobatics) check. On a success, the creature’s remaining movement is doubled while moving on the cave slime. On a failure the creature falls prone. **Charming Wisps (THJ).** Flashing lights set out, flicker hypnotically. When a creature starts its turn within 30 feet of a wisp, it must succeed on a Wisdom saving throw or become charmed by the wisp for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the effect of all such charming wisps for the next 24 hours. A creature charmed in this way must spend its turn trying to move as close to the wisp as it can, taking the Dash action if it can't reach the wisp, and it can't willingly move to further away from the wisp. The wisp flickers out of existence once a creature moves within 5 feet of it, reappearing 30 feet away. **Cloudspore (CAP).** Often found in dark damp caves and littering the Underdark, these blue and purple mushrooms release a cloud of spores as a defense mechanism when a creature touches them. The purple spores fill the air in a thick cloud in a 20-foot sphere. The sphere spreads around corners and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. **Dragon's Final Rest (CAP).** Dragon bodies and bones are often left behind by lazy adventurers who only seek glory, and fail to respect the strength of a dragons will. When a dragon dies, its deteriorating body infuses the land with a combination of magic and rotting flesh. This is often due to a strong will to get revenge in some way for its demise. When creatures take a long rest in within 1 mile of a dragons corpse, they must make a Constitution saving throw. On a failed save, the creature's blood begins to burn. Sweat beads and rolls down their body and they find it difficult to rest due to the pain. The creature gains one level of exhaustion and can not gain the benefit of a long rest while in an area affected by the dragon’s final rest. \pagebreakNum
**Ember Moss (CAP).** This moss is found abundantly in the Underdark. Ember moss is extremely flammable, making it a favored material for creating torches as they will burn indefinitely. Its nature to burn hot and bright can make it treacherous terrain. A creature who takes fire damage while standing in an area with ember moss takes additional fire damage and has disadvantage on saving throws against effects that would cause fire damage. The fire ignites the area of ember moss and flammable objects in the area that aren’t being worn or carried. A creature who enters or starts its turn in the ember moss flame takes fire damage. **Furl Ferns (C&W).** These thick, tough ferns grows in areas constantly touched by Feywild magic that clings to characters and creatures that falls prone. An area covered by furl ferns is considered difficult terrain, and any creature that falls prone in this area is also considered grappled by the Furl Ferns. **Grab Grass (WBB).** Some wander the world alone. For many this is a choice. Yet others wander because society has branded them a pariah. When these individuals die in loneliness craving friendship, their bodies and sorrow are absorbed into the ground. Grasping grass grows forth from the ground, holding onto the feet of any who pass by because the soul within hungers for company. When a creature ends its turn in grasping grass without having moved that turn, or Large or smaller creature is knocked prone in the area, that creature is restrained. As an action a restrained creature can attempt to free itself and end the restrained condition with a Strength saving throw. The area counts as difficult terrain. **Grasping Slime (CAP).** This black, viscous goo feeds on small critters and insects by capturing them in its highly adhesive body when they wander too close, slowly digesting them while they’re still alive. \columnbreak While deadly to smaller critters, this clinging substance is more bothersome to larger creatures as they can become stuck in it. Areas of grasping slime are difficult terrain. Small or bigger creatures who enter an area of grasping slime or start their turn there must succeed on a Strength saving throw or have their movement speed reduced to 0. A creature can repeat the saving throw at the start of each of its turn. Tiny creatures who start their turn restrained by the slime take necrotic damage. **Mage Trees (WBB).** It is said these trees were planted long ago by a secret society of wizards who worshiped a vengeful spirit of nature. This spirit believed the spread of civilizations and development of land to be a blight. These mage trees were planted to destroy those who pillage the land. The spirit and the wizards have since faded into history, but the trees remain; forever awakened by the sound of clashing steel. Upon a creature within 60 feet of the tree being attacked, the mage tree awakens, acting on a number of initiatives depending on its Danger Level: 5 and 10 as a Setback, 15 as Dangerous, and 20 as Deadly. On its turn, the tree casts a random spell from the table below against the closest non-plant creature. The spell is determined by the character's level. When cast this way all spells have a range of 60 feet. **Negative Energy Zone (CAP).** When a death tyrant is born, the negative energy that is released during its birth leaves behind a residual negative energy zone. The area is normally a 150–foot sphere, centered on the location where the death tyrant was birthed. Any creature in the negative energy zone can’t regain hit points. Any humanoid that dies there becomes a mindless, hungering zombie. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn’t been completely destroyed.
##### Mage Tree Spells | d4 | 1st–4th | 5th–10th | 11th–16th | 17th–20th | | :---: | ------------ | ------------ | ------------ | ------------ | | 1 | Acid splash | Ray of Sickness | Acid Arrow | Tasha's Caustic Brew (3rd lvl) | | 2 | Chill touch | Thunderwave | Magic Missile (2nd lvl) | Lightning Bolt | | 3 | Fire bolt | Burning Hands | Azganazzar's Scorcher | Fireball | 4 | Ray of frost | Ice Knife | Frost Fingers (2nd lvl) | Snilloc's Snowball Swarm | Cone of Cold |
\pagebreakNum **Restoration Pods (CAP).** These large, egg-like pods are used to rest by mind flayers, and are commonly found in illithid lairs. They are formed of curved glass panes on the front, encased by burnished, iridescent metal. Opening a restoration pod takes an action. Needles pierce the flesh of the creature, pumping restoration fluid into them. Any creature that isn't a mind-flayer must make a Constitution saving throw. If the creature has used the restoration pod in the last 24 hours, the DC increases by the number of times the pod has been used. On a successful save, the creature gains the benefits of a Long Rest. On a failed save, the creature gains a level of exhaustion. Either way, the process takes 1 minute. **Rust Swarm (CAP).** Rust Swarms are groups of insects who, through magical means and selective breeding, have become a cross between locusts and rust monsters. The insects were originally created by a radical cult of druids who worship goddess of forests, the Huntress. The cultists believe that the creations of mortals are destroying her beautiful forests and, in order to protect them, they created these swarms that devour the metal machines of mortals. While individually it could take them weeks to devour a single dagger, in a swarm of tens of thousands, the weapon and armor upon a soldiers back will be gone in moments. The massive devouring swarm fills a 20–foot sphere. The rust swarm spreads around corners and its area is heavily obscured. The area within the rust swarm turns into difficult terrain. The rust swarm acts on a number of initiatives depending on its Danger Level: 5 and 10 as a Setback, 15 as Dangerous, and 20 as Deadly. On its initiative, if no creature is in the cloud, it moves up to 15 feet and attempts to cover as many creatures wearing metal as possible. \columnbreak When a creature enters the area for the first time or ends its turn there, metal objects inside begin to corrode. The swarm can corrode a 1-foot cube of metal not being worn or carried on its turn. If the object is being worn or carried by a creature, the creature can make a Dexterity saving throw to try and avoid allowing the rust swarm to devour the metal. If a nonmagical metal weapon hits a creature while within the rust swarm, it begins to corrode. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to all damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical metal ammunition that hits a creature in the rust swarm is instantly destroyed. Metal armor or shields within the rust swarm take a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. An area of rust swarm exposed to any area effect that deals magical damage is instantly destroyed, shrinking the swarm’s area by a minimum of 5-foot.
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Satora's Wild & Wicker