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:
There are no general rules for digging speed
There are no general rules for how quickly characters can dig, whether they're doing a proper excavation from outside the hole or if they're trying to dig themselves out of a grave.
Other answers have fairly pointed out that the realistic effect of being shoved into a hole and having a five foot cube of dirt ...
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 ...
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 ...
Under the condition that the GM decides that it works as depicted by OP:
He's dead Jim
Sorry to break this to you, but the character will be squished by up to 11.8125 metric tons (~13 US tons) of loose dirt the moment the spell Mold Earth releases the grasp on the ground: That excavated cube is about 3.375 m³. The heaviest rocks have a density of about 3.5 t/...
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 ...
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. ...
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 ...
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 ...
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 ...
First we need to determine the Grease spells area:
Slick grease covers the ground in a 10-foot square centered on a point within range
Then we need to determine what "enters spell area" means. I did not find clear definition, but if you fly over the area of Grease spell, it'd take a special kind of DM to consider that "entering".
The fancy unconscious/initial dig is not that important. Arguably the PC was awake after being dropped 5' into a pit, but prone, as being pushed 5' by wind then dropped 5' is a lot more impactful than a slap, and definitely shakes the creature.
So the question becomes, there is a creature prone in a 5' square pit. Someone uses mold earth to bury them. How ...
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 ...
Hold person paralyses the NPC, so they fall
According to the situation is:
An NPC spell caster that is using spider climb
This indicates that the NPC has cast the spider climb spell on themselves.
However, the NPC automatically loses concentration on spider climb if paralyzed by hold person due to being incapacitated (Basic Rules, p. 97):
The target must ...
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, ...
No, unless losing concentration terminates a critical spell.
Nothing about being paralyzed would inherently cause a spider-climbing character to fall; they'd be paralyzed in place on whatever surface they were clinging to. Paralysis causes you to be unable to move, but does not directly alter any effects that allow you to cling to surfaces.
The paralyzed ...
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 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 ...