What is Interactive Environments?
Combat feels more dynamic when the battlefield reacts to the people fighting on it. This module is a framework for DMs who want to make environments more cinematic, tactical, and fun. The idea is simple: the world itself becomes part of combat.
There are three categories of interaction:
- Passive Objects — Terrain features that provide static benefits or penalties.
- Interactive Objects — Movable or destructible props that players (or enemies) can manipulate.
- Interactive Scenery — Large-scale terrain elements that can reshape the battlefield itself.
Passive Objects
Passive objects are elements of the battlefield that provide continuous bonuses or penalties depending on where creatures are positioned. These don't require active input; they simply affect creatures based on proximity or positioning. They help shape the battlefield naturally.
They shape the battlefield through static presence. The effects could include:
- Granting cover or concealment
- Slowing movement
- Creating slippery footing
- Enhancing stealth or weakening attacks
Below are some ways you may implement passive objects on your battlefield.
DM Implementation Tips
- Have a separate version of the battle map with colour-coded zones showing where each passive object is located.
- Keep it simple—limit to 4–5 passive object zones per map to avoid slowing gameplay.
- Let players roll Perception or Survival as a bonus action to spot beneficial or hazardous zones.
- Don’t overcomplicate. Use these as tools to add immersion, not extra mental load.
Zi-Chin's Tip
Let players use Passive Object zones tactically. For example, they may bait enemies into mud or use clumped trees for defence. This shapes encounters, adds tension, and rewards clever thinking.
Passive Object Examples
| D8 | Object Type | Effect |
|---|---|---|
| 1 | Clumped Trees | Grants half cover for any creatures within the trees. |
| 2 | Tall Grass | Advantage on Stealth; Creatures make ranged attacks with Disadvantage while inside the area. |
| 3 | Slippery Ice | –2 Dex saves; half-damage affects knock characters prone. |
| 4 | Smoke/Fog | Disadvantage on Perception and ranged attack rolls while inside the cloud, but gain half cover from outside attacks. |
| 5 | Muddy Ground | –10 ft. speed; Upon starting their turn in the area, a creature must roll a DC10 Dex save or reduce movement speed by 20ft. |
| 6 | Rocky Rubble | –2 Dex saves, standing up from prone takes an additional 5ft of movement. |
| 7 | Bright Light | Direct sunlight or bright torchlight imposes Disadvantage on Stealth within 10 ft. |
| 8 | Shallow Water | Half cover against ranged attacks if prone; vulnerable to freezing effects. |
Interactive Objects
An interactive object is any small, movable, or destructible element within the environment that players can manipulate during combat or exploration. These interactions often involve quick actions or skill checks, offering tactical advantages or disrupting enemy plans.
There are two types of Interactive Objects:
- General Use — Anyone can use them (flip a table, throw a chair, cut a rope).
- Class-Specific Use — Certain classes can push harder by spending resources to interact in unique ways (e.g., monks parkouring, druids animating vines).
Zi-Chin's Tip
Treat the environment as a participant in combat. Ask yourself: “What could players grab, knock over, or destroy here?”
1. General Use
These interactions are available to any character, regardless of class. Whether it’s toppling a bookcase, throwing a barrel, or wrapping someone in a carpet, if it’s in the scene, it can be used creatively.
The following table is here to provide quick inspiration for how to incorporate General Use items into your game.
Zi-Chin's Tip
Use these as inspiration. Let players invent their own. Say “yes” often, and use checks to moderate success.
General Use Object Examples
| D8 | Object Type | Example Use |
|---|---|---|
| 1 | Chair | Action: Smash into an enemy for 1d6 bludgeoning. On a hit from behind, the target must succeed on a DC 13 Strength save or be knocked prone. |
| 2 | Table | Action: Flip to create half cover. Larger tables may block a 10-ft line of movement. |
| 3 | Bookshelf | Action: Tip to create a barrier or crush enemies in a line. Targets make a DC 13 Dexterity save or take 2d6 bludgeoning. |
| 4 | Curtain/Tapestry | Bonus Action: Cut loose from wall. Combined Action with another player: wrap a creature in the fabric. Target must make a DC 13 Strength save to break free, or else they are Restrained. |
| 5 | books | Bonus Action: Scatter across the floor. The area (10 ft square) becomes difficult terrain until cleared. |
| 6 | Lever | Bonus Action: Activate a trapdoor, portcullis, hidden mechanism, or pre-planned hazard. |
| 7 | Lantern | Action: Smash to ignite oil or flammable material. Starts a 5-ft radius flame that spreads 1d6 feet per round. |
| 8 | Bottles/Crockery | Bonus Action: Break and use as an improvised weapon (1d4 slashing). On a critical hit or if the target is unarmoured, they takes an extra 1d4 damage per turn until healed. |
2. Class-Specific Object Use
Some classes can push their fantasy further by spending resources to manipulate the environment in unique ways. The cost might be a spell slot, Ki/Focus point, Rage, Superiority Die, Channel Divinity, or simply their Action.
Below are just some examples, but let the players take charge and come up with fun ideas for their class identity and let them really get into their class fantasy.
Running Interactive Objects as a DM
Let players be creative with the environment. Use the Rule of Cool, but balance it with the cost of extra actions, resource spend, or trade-offs.
Tips:
- Encourage players to describe cool ideas, then work with them to find fair mechanics.
- Reward creative thinking with small boons (advantage, temporary cover, reduced damage).
- Add risks if they’re reaching far—maybe a skill check, or using a higher-level resource.
Class-Specific Object Use Examples
| Class | Example Use |
|---|---|
| Druid & Vines | Spotting hanging vines, the druid expends a 1st-level spell slot to animate them, sealing off a passage and forcing enemies to funnel through another path. |
| Monk & Acrobatics | Spending 1 Ki/Focus point, the monk vaults off nearby debris, redirecting their unarmed strike midair for advantage on the attack. |
| Barbarian & Door Shield | Dropping their Rage, the barbarian rips a metal door from its hinges and braces against a dragon’s breath, reducing damage to allies behind them. |
| Paladin & Sacred Ground | Using Channel Divinity, the paladin sanctifies a ruined altar, granting allies within 10 ft advantage on Wisdom saves while they stand near it. |
| Rogue & Chandeliers | Spending Cunning Action, the rogue swings across the battlefield from a chandelier, gaining advantage on their next attack. |
| Wizard & Arcane Interference | Casting a spell into an unstable glyph carved into the scenery, the wizard redirects it, altering the battlefield in unpredictable ways. |
| Bard & Tanning Rack | When you use bardic inspiration you can also use a spell slot to have anyone within 15 feet of the tanning rack also get the bardic inspiration. |
| Fighter & Versatility | Sacrificing their bonus action, the fighter quickly adjusts to an unfamiliar weapon or improvised weapon, gaining proficiency until the end of their next turn as they spot the perfect opening for a decisive strike. |
Interactive Scenery
Interactive Scenery transforms static maps into living, breathing environments that can be altered, destroyed, weaponised, or controlled by players. These are physical features of the battlefield that reward creativity, teamwork, and problem-solving.
There are two types of interactive scenery:
-
Shatterpoint Elements: Features with a pool of hit points that can be broken or altered through damage (e.g., collapsing a wall, breaking a dam, toppling a tree). Striking the object's weak points can deal extra damage (e.g., the Load-Bearing section of the wall, redirecting water pressure in the dam, or striking the rotting area of the tree).
-
Intuitive Elements: Environment-based puzzles or hazards that respond to clever use of skills, abilities, or spells (e.g., unstable glyphs, complex machinery, volatile gas vents).
Finding Interactive Scenery Interactive scenery features aren’t always obvious. A character can use their Bonus Action to search for them with a Perception, Investigation, Arcana, or Nature check (Typically DC 15). On a success, they spot cracks, instability, or magical cues that hint at potential use.
1. Shatterpoint Elements
When it comes to Shatterpoint Elements, they require the team to work together. A piece of scenery using this element is assigned a health pool that players can deal damage to either on their own or as a team. While working in a team, the total health pool for the object is reduced (Halved for each additional member beyond the initial attacker). They aren’t impossible to do solo, but are made much easier when in a team.
To work in a team, players can ready actions on their turn in preparation for the maneuver and can help by not only using their strength, but also their mind, looking for weak points to strike, or guiding a blade with a careful Mage Hand. If a team fails to destroy the element on a single turn, the health total is restored to the maximum, but the damage dealt still remains, making the next attempt easier to complete
Example 1: Cracking the Dam Wall
- Stats: Armour Class 14, Hit Points 120.
- Weakpoint: Redirecting water towards the crack and any attack done deals an extra d6 damage.
- Effect of destruction: It floods part of the map, creating a rushing river. Any creature caught in the way must make a DC 15 Strength saving throw or be knocked prone and swept 20 feet downstream.
Example 2: Precarious Cliff Edge
- Stats: Armour Class 10, Hit Points 80.
- Weakpoint: A cracked, unstable section near the edge. A creature can identify the best spot to strike with a DC 14 Nature check. Once noticed, players can declare attacks against the weak point, which has an Armour Class of 14. Damage against the weak point is doubled. Additionally, any thunder damage dealt to the cliff is doubled.
- Effect of destruction: The edge collapses in a 20-ft line. Creatures below must make a DC 13 Dexterity saving throw. A target takes 3d6 bludgeoning and becomes restrained under rubble on a failed save, or half as much damage and is not restrained on a successful save.
Zi-Chin's Tip
When players are trying to break the object, if they fail to beat the hit points and are close (within 5 hit points), consider allowing them to sacrifice spells or class abilities to deal the last bit of damage to lead to a satisfying conclusion.
2. Intuitive Elements
When it comes to Intuitive Elements, it requires the players to analyse the object and find a way to use it creatively. To do so, a character may spend a bonus action and attempt a skill check, usually tied to Intelligence or Wisdom. These elements are designed to encourage teamwork, with different skills providing different insights, so that multiple characters can contribute to discovering how the object works.
Example 1: Arcane Conduit
- Object: They notice a stone pillar pulsing with energy, with runes along the sides running down the pillar.
- Skill Checks: Players can roll a DC 13 Arcana check to partially decipher the runes, which read “may the elements be with those who have mastered them.” The players may struggle to understand what this means, so they make a DC 14 history check to recall that the previous line is from an old tale of elemental sorcerers who were known for channelling their magic through objects.
- Object Ability: Different elements interact with the pillar in unique ways, such as: A druid who casts Call Lightning upon the pillar provides their allies additional lightning damage when using metal weapons. Or a sorcerer who casts Fireball at the pillar causes another, secondary explosion to occur around the pillar at the end of the turn.
Example 2: Alchemical Gas Vein
- Object: Bubbling, sulphuric crack emits faint wisps of gas that stretches underground.
- Skill Checks: Players can roll a DC 14 Survival or Nature check to learn that this sulphuric material runs deep underground, and that it is extremely volatile. The players can further roll a DC 12 Intelligence check to determine what it might take to cause combustion within the vein.
- Object Ability: Small sources of fire (i.e. a torch or tinderbox) cause the vein to burst into fire briefly, damaging all creatures nearby for 2d4+4 fire damage (on a failed DC12 Dex saving throw). However, larger sources of fire (i.e. Create Bonfire, Fireball, or Alchemist's Fire) cause the entire vein to ignite and combust, causing any creatures within 10ft of the 20ft line to make a DC 15 Dex saving throw, or else take 3d8+12 fire damage on a failed save, or half as much on a successful save
Zi-Chin's Tip
With these, it is good to have a general idea of what checks are needed for the object, but also allow players to suggest them and why that would fit for their character and knowledge.
Bringing It Together
Let’s use a forest map as an example. It has unstable cliffs in the top left corner with a dirt path used by travellers; however, something suspicious is afoot. A large tree is blocking the path, and a cart is damaged and has been dragged under a nearby tree.
Passive Objects:
- Clump of Trees: +2 AC for anyone within due to cover and visual interference.
- Muddy Patches: Reduces speed, requires Strength saves to avoid getting stuck.
- Campfire Smoke: Disadvantage on Perception and ranged attacks within radius.
Interactive Objects:
- Tree Stump Jump: As part of making an attack, players can sacrifice a bonus action to jump off a tree stump to add +2 to their attack roll.
- Log Smash: A Barbarian may pick up a fallen tree to slam into enemies as a one-time use burst of massive damage that requires a DC 15 strength check to achieve.
- Helpful Animals: The druid can sacrifice a spell slot to communicate with nearby animals to gain temporary allies.
- Vines: The rogue could sacrifice cunning action to throw the vine around an enemy's neck and knock the creature unconscious if they fail an opposed athletics check.
Interactive Scenery: Shatterpoint Element
- Weak Tree: A Large tree near a cliff is shown to be unstable (a bird lands on it and it shifts ominously). AC 13 and 60 hitpoints. Its roots are weak, and any spell, action, or ability that is used to uproot the tree and pull it off the cliff will additionally reduce the health pool by 15 points. The players can make more of an impact with the tree by: Luring enemies underneath, or a player can grapple an enemy underneath the tree, ready to take the damage in return for ensuring the enemy is also injured.
Interactive Scenery: Intuitive Element
- Strangers Cart: The players notice a strange light coming from damaged crates near a broken cart. Passing a DC 14 Nature or Survival check helps them learn that there are herbs, roots and flowers that each have unique properties to them.
| Object | Description |
|---|---|
| Glowing Spores | When destroyed, a 10-foot cube cloud of spores is created around the point of destruction, lasting for two rounds. When a creature enters the area or starts their turn inside the cube, they must succeed on a DC 13 Constitution Saving throw, or receive the poisoned condition. |
| Fireblossoms | Fireblossoms emit a constant low light in a 5ft radius. When destroyed, they explode, dealing 1d4 fire damage in a 5ft radius. |
| Mossy Bark | Bark with bright green moss. Consuming the moss heals a creature for 1d4 hitpoints but also deals 1d4 of poison damage. |
Each class is meaningful, the environment becomes a weapon, and the scene feels alive.
Below is an annotated map for use of the DM to guide where each object is.
Map 1.1: Ambush (Forest)
Boss Examples
The following boss encounters are designed to further showcase the way this mechanic can work. As well as showing how to make each environment feel different and stand out.
Thraxis the Betrayed
(Cave Fight)
Passive objects:
- Ponds: These small ponds link up underground, allowing players to swim between them to avoid opportunity attacks or trick enemies.
- Vines: Players can climb up vines to get to higher levels or lower themselves down with them.
Interactive objects:
- Stalagmites: Can push an enemy off higher ground onto them below, dealing an additional 2d4 damage.
- Mushroom: A collection of poisonous mushrooms; if ingested, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute.
- Boulder: A barbarian can pick up a boulder and throw it, spending a rage slot to do so and dealing 3d8+STR bludgeoning damage to the target.
- Bones: Expending a ki/focus point, a monk can pick up bones scattered on the ground to throw at a target creature, dealing 3d4+DEX piercing damage.
Interactive Scenery: Shatterpoint Element
- Dirt Bridge: There is no support holding up the bridge, making it very unstable.AC 10, hit point 60. Its weakness is thunder damage or any effect that would manipulate the earth. When it is destroyed, any creature within a 10ft sphere from the centre of the bridge must make a DC 13 Dexterity saving throw. A target takes 3d6 bludgeoning and is submerged in the water on a failed save, or half as much damage and avoids the water on a successful save.
Interactive Scenery: Intuitive Element
- Sulphuric Cracks: The players enter the cave and are greeted by a disgusting smell of rotten eggs. As the players walk through they notice white cracks along the ground. If a player investigates they can make a Nature or Survival check DC 14 to determine that this is sulphur. It is highly flammable. If enough heat is applied the cracks can blow up, creatures on the crack must make a DC 14 Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful save. During the second phase of the boss when it enters its extreme heat moment, the players can roll an intelligence check to learn that they should avoid being near these cracks as the heat from the gorgon could blow the cracks up.
Map 2.1: Thraxis Boss Fight
(Cave - Bottom Level)
Map 2.2: Thraxis Boss Fight
(Cave - Middle Level)
Map 2.3: Thraxis Boss Fight
(Cave - Top Level)
Gorath Bloodhorn
(Cathedral Fight) This boss has two maps where they start in the cathedral and when the boss enters into their second phase as they transform they damage the cathedral and open up a new pathway to the catacombs below. The catacombs were sealed off by the Gorath to hide his past and the sword that calls to him constantly.
Map 1
Passive objects:
- Sandbags: Provides half cover when firing from behind them.
- Rubble: Standing on the rubble imposes disadvantage on Dexterity saving throws.
- Unlit torches: At the back of the cathedral are unlit torches hiding enemies; any ranged attacks made against enemies in the dark are made with disadvantage.
Interactive objects:
- Dirt in your eyes: players can damage the bags and send dirt flying into creatures eyes who are 5 feet behind the bags.
- Banners: Players can cut down the banners and use them to grapple opponents, either one large or two to three smaller creatures.
- Extra gear: A fighter could use their bonus action to throw a sword from the weapons rack into an enemy.
- Chains: A rogue can use cunning action to swing 15 feet across and avoid opportunity attacks.
- Barrel of water: A druid can use a spell slot to create mini sharp icicles from the barrel of water and attack a creature, dealing 3d4 cold damage to them.
- Super kick: A barbarian can use a rage slot to kick the table into a group of enemies, dealing 1d6 damage.
Interactive Scenery: Shatterpoint Element
- Damaged Pillar: The pillar can be knocked down by the players. AC 14, hit points 80. The pillar collapses in a 20-ft line. Creatures below must make a DC 13 Dexterity saving throw. A target takes 3d6 bludgeoning and becomes restrained under the pillar on a failed save, or half as much damage and avoids the pillar on a successful save.
Interactive Scenery: Intuitive Element
- Unusual Pot: The players discover a pot with green liquid and smoke pouring out of it. Using an Investigation check DC 13, the players spot a nearby notebook. When reading it using Arcana or Nature check DC 15, they learn that this liquid is a potion that, when mixed with the right chemical, can become an airborne toxin. The players can lure enemies nearby and throw that material into the pot to cause any creature inside a 15-foot sphere at the start of their turn to make a DC 14 Constitution saving throw or take 2d6 poison damage.
Map 2
Passive objects:
- Echoes: the corners of the rooms create an echo when someone speaks there. It makes any sound-based spells more deadly when cast in that area, dealing double damage and dazing an enemy if they fail a DC 14 Constitution saving throw.
- Graves: a creature who breaks an intact grave is targeted by an undead creature who rises from that grave.
Interactive Objects:
- Vines: The minotaur can charge at a creature, and if the minotaur misses, the player targeted has a chance to sacrifice an ability or class resource to push the minotaur into the vines, causing it to get stuck. The minotaur can break out with a DC 15 athletics check, but uses its action to do so.
Map 3.1: Gorath Boss Fight
(Cathedral)
Map 3.2: Gorath Boss Fight
(Cathedral)
After interactive scenery was used
Map 4.1: Gorath Boss Fight
(Catacombs)
Apendix A: Maps
Ambush
Thraxis Boss Fight
(Bottom Layer)
Thraxis Boss Fight
(Middle Layer)
Thraxis Boss Fight
(Top Layer)
Gorath Boss Fight
Map 1
Thraxis Boss Fight
Map 1 (Interactive Scenery Used)
Thraxis Boss Fight
Map 2
Welcome to the first enhanced Environment Document from Zi Chin’s Guide to Epic Fights! This series is dedicated to dynamic, cinematic encounters that push players and Dungeon Masters alike to think creatively.
There are downloadable versions of the map on my patreon.
Artist Credits:
- Page 1: Howard Lyon – The Great Forest
- Page 2: Jason Rainville – Razorgrass Invoker
- Page 3: Jesper Ejsing – Gratuitous Violence
- Page 4: L. A. Williams – Whip Vine
- Page 5: Aleski Birclot – Sapseep Forest
- Page 6: Adam Paquette – Zendikar Rising
- Page 7: David Palumbo – Hunter's Ambush
- Page 10: Julian Kok Joon Wen - Dominaria United
- Page 10: Rob Alexander - Deserted Temple
- Page 14: Mark Winters - Living Death
- Page 14: Peter Lee - Tristam Cathedral
If you'd like to explore more of my design ideas, including the philosophy behind Zi Chin and his role in shaping this content check, then you can check out my blog on Tumblr.
You'll also find exclusive maps and upcoming expansions on Patreon.
Special thanks to my friends who helped make this document better.
- Alex Deery - Editor-in-Chief
- Karl Orallo - Artist (Footer Art)
- Finn McClusky - Master Coder