The rule clearly states that the effect applies to "any liquid surface", giving "water" as an example. Ice is a "solid substance produced by the freezing of water vapour or liquid water". It is not a liquid. The rule does not apply to ice.
The new rule is significantly different to the old one. It no longer involves "the subjects’ feet hover[ing] an inch or ...
Yes, normally - but not when using the Playing on a Grid variant rules
The basic rules say of difficult terrain:
Every foot of movement in difficult terrain costs 1 extra foot.
The default presumption of the rules is not that you are playing using a combat grid. If a creature can only move two and a half feet in one turn, they still move two and a half ...
Unconscious enemies are difficult terrain
Jeremy Crawford points this out here:
What about unconscious enemies? Would that be a difficult terrain, at least?
The space of another creature is always difficult terrain (PH, 190). Many DMs let people walk over the unconscious.
No official rule on corpses
Jeremy Crawford states his own ruling as a DM here:
No, pushing distance does not interact with difficult terrain at all
Difficult terrain states:
Every foot of movement in difficult terrain costs 1 extra foot.
However, pushing does not involve the spending of movement. The Open Hand technique says:
If it fails [a strength saving throw], you can push it up to 15 feet away from you.
The pushed creature ...
This works, the spell water walk defines snow as a liquid for mechanical purposes.
Water walk says:
This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava
Here snow is described as a liquid for mechanical purposes. I argue that this demonstrates that for mechanical purposes, the rules are ...
The rules for webs are detailed in the Dungeon Master's Guide on page 105:
...web-filled areas are difficult terrain... a creature entering a webbed area for the first time on a turn or starting its turn there must succeed on a DC 12 Dexterity saving throw or become restrained by the webs. A restrained creature can use its action to try and escape, doing ...
Few "bad" choices, no obvious choices
Player choice is heavily embraced in this story. The players will be faced with numerous ways to complete their objectives, which could require them to travel to many different places in Faerun.
There is a more-or-less required portion in a mountainous arctic environment, and a more-or-less required portion in a ...
Moving 1 foot costs 4 feet of movement
There are two separate processes at play here. Moving a distance and expending movement. These are clearly separate by features such as the Tiger's Pounce which requires that you move 10 feet (which would have to be 10 feet actually moved regardless of the terrain).
Wall of Sand states
A creature... must spend 3 ...
The ranger benefits still apply.
Good question! A ranger's Natural Explorer feature is not an aura spell, but instead comes from their knowledge of the terrain. While certain skill checks would have problems with flight (being stealthy while out in the middle of the sky, for example), the benefits of Natural Explorer wouldn't be affected in any special way. ...
Up to your DM*
*(they mayo may not allow it)
Shockingly, the spell does not say what kind of condiment-based equivalency would be needed to achieve the same effect (or even if it even could). Thus, this kind of situation would be entirely up to your DM.
It is worth noting that there would be almost no way of even adjudicating this based on real-world ...
PHB Ranger: on the favored terrain and traveling for 1+ hours, the party's movement is not slowed
Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. [...]
While traveling for an hour or more in your favored terrain, you gain
the following benefits:
Difficult terrain doesn’t slow your group’s ...
The rules for the climbing kit already describe how to use the gear:
You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.
The pitons and harness are already encompassed ...
There are rules for jungles
The Dungeon Master's Guide has all kinds of rules that can be adapted for jungles. Hot temperatures (p. 110), quicksand (p. 110), diseases (p. 256-257), all these things function perfectly in a jungle.
However, the main focus of the published D&D adventures tends to be the Sword Coast, which is scarce on jungles. If you want ...
There are no specific rules regarding this, and the DMG leaves it up the to the DM. Your 1d4 for shattered glass seems reasonable (on par with a dagger); I might even bump that to 1d6 (have you seen what glass can do to someone? It's not a pretty sight). However, there are base guidelines for hazards and traps based on the character level and the amount of ...
No, it's an illusion with no speed. Difficult Terrain does not affect it.
The Trickery Domain Cleric's Channel Divinity: Invoke Duplicity states:
As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
You are moving the illusion, it does not have a speed. Having a speed is ...
In real life? Around 1,000 feet is the maximum done with scuba gear.
In game as far as the GM will allow it. There is AFAIK no damage for depth. So you could say the magic allowing them to breathe also gives them some protection from the water pressure.
Use isometric projection map, for example:
Roll20 has a wiki page on how to use them: https://wiki.roll20.net/Isometric_Maps_in_Roll20
But if you're willing to use alternative applications, there are purpose-built apps for isometric-map building and playing such as Dungeon Builder
Also see this related question about mapping a vertical-heavy dungeon, ...
Nothing, but the webs may shrivel a bit.
Spiderwebs, contrary to 3.5's web spell, aren't flammable. (TvTropes, A literature review on google scholar suggests that TvTropes is correct, but there exist no trivially viewable papers on "how to burn spider webs.")
On the other hand, this "real" conception of spider-silk may contrast so forcefully with how we ...
Difficult terrain due to a corpse is not an official rule.
While it is impossible to prove a negative, there is no published rule stating that a corpse constitutes an obstacle for purposes of causing a space to count as difficult terrain. Since a corpse is not a creature, and since there is no general rule that the presence of an object in a space forces it ...
I'd say that creating a controlled, artificial scenario that accurately demonstrates cross-class character effectiveness is impossible.
The reason for this is that a great part of what makes a character (class) powerful is that character's ability to choose his own scenarios. In other words, creating a "fair fight" will ignore characters' ability and ...
I only have a basic understanding of the principles of stone sculpting
and any insights are appreciated.
Use your imagination. What do you want it to look like?
D&D 5e is not reality simulation, nor does it attempt to be. Difficult terrain is ground that is hard to walk on, an area where you are slowed down by trying to move through it. This ...
No, a thrown net cannot be difficult terrain RAW
There is no RAW ruling on this that I can find. Certainly there is nothing in the description of the net item that would suggest that it has this effect.
But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain.
The Natural Explorer does not include all possible terrains, so we are sometimes forced to expand the definition of some of them. In many games I've been in, people have treated caverns as part of the mountain terrain which works fine enough when caves aren't overly prominent in the campaign.
Add to the list.
A couple years ago I ...
Mountain and Underdark
The terrains are not mutually exclusive - a boreal forest on an arctic coast is forest, arctic and coast terrain and a ranger with any of these favoured terrains gets the bonus.
Similarly, a cave in the mountains is both mountain and Underdark. If you want to be really pedantic and mean a cave that is not connected to the great realm ...
It depends on the dungeon / cave, and if your DM thinks it applies
The first Natural Explorer condition is pretty vague:
When you make an Intelligence or Wisdom check related to your favored terrain, your
proficiency bonus is doubled if you are using a skill that you’re proficient in.
The second condition is a little less vague:
While traveling ...
There is no general rule that grants the options that you've described. Unless that creature has flying, hover, or some other special feature, it's going to drop like a rock.
That said, I'd treat this particular combat scenario as a trap, so the pushed creature gets to roll a Dex save (to grab the edge). If he is thrown farther than he can reach, however, ...
I'm unsure if this answers your question; as I'm not sure if you want the enemies, descriptions, and all that to be generated as well. Assuming not, I have a non-generated solution that may work..
For each room you want in the dungeon, put a small or large (or huge) circle down. Connect it with other nodes as desired; call these "links"
The walls around the door still count as corners, so page 147 of the PHB still stands:
You can’t move diagonally past a corner (even by taking a 5-foot step).
If it was a double door, you could move diagonally so long as you didn't move through a corner.
Moving from D3 or B3 into C2 is legal as is ...
No, the sky isn't terrain. “Terrain” is a word that means “land of a particular kind”, which obviously doesn't include sky.
However, you don't need to replace a piece of mountain with sky. Replace it with another terrain instead: a bit of plain. Same effect, without the need to abuse the English language to justify it.
Note also that the 150-foot cube that ...