Secret Lesson 16
Hazards, Marching Order, Travel Pace, Mounts, and Vehicles
Exploration is not only about examining rooms and finding hidden doors.
Adventurers also have to survive:
-
dangerous environments
-
long journeys
-
hunger
-
lack of water
-
falls
-
fire
-
suffocation
-
difficult decisions about how quickly to travel
-
positioning while moving through dangerous territory
The SRD groups several of these dangers under:
HAZARDS
and provides travel rules for situations in which characters journey for hours or days rather than measuring movement second by second.
The main hazards identified in the Exploration rules are:
Burning
Dehydration
Falling
Malnutrition
Suffocation
HAZARDS
Monsters may be the most obvious threat in an adventure, but the environment itself can be dangerous.
A character can survive a battle and still face serious problems from:
-
fire
-
starvation
-
dehydration
-
a dangerous fall
-
inability to breathe
These dangers use normal game mechanics such as:
-
damage
-
Ability Checks
-
Saving Throws
-
conditions
-
Exhaustion
EXHAUSTION
Several hazards in this lesson cause:
EXHAUSTION
So before studying them, you need to understand the basic effect of that condition.
Exhaustion is cumulative.
Each time you gain it:
GAIN 1 EXHAUSTION LEVEL
At:
6 LEVELS
the creature dies.
EXHAUSTION AND D20 TESTS
Each Exhaustion level reduces your D20 Tests by:
2 × YOUR EXHAUSTION LEVEL
For example:
Exhaustion 1
−2 to D20 Tests
Exhaustion 2
−4 to D20 Tests
Exhaustion 3
−6 to D20 Tests
and so on.
EXHAUSTION AND SPEED
Your Speed is also reduced by:
5 FEET × YOUR EXHAUSTION LEVEL
For a character whose normal Speed is 30 feet:
Exhaustion 1
Speed:
25 feet
Exhaustion 2
Speed:
20 feet
Exhaustion 3
Speed:
15 feet
REMOVING EXHAUSTION
Normally, completing a:
LONG REST
removes:
1 EXHAUSTION LEVEL
When your Exhaustion level reaches 0, the condition ends.
Some hazards in this lesson add an extra requirement before their Exhaustion can be removed.
We will see those exceptions shortly.
1. BURNING
A burning creature or object takes:
1D4 FIRE DAMAGE
at:
THE START OF EACH OF ITS TURNS
EXAMPLE
Your character catches fire.
At the start of your turn:
roll:
1d4 Fire damage
If the flames continue, the same thing happens again at the start of your next turn.
So being on fire can keep causing damage until the fire is extinguished.
PUTTING OUT THE FIRE
If you are burning, you can use:
AN ACTION
to extinguish the flames by:
-
giving yourself the Prone condition
-
rolling on the ground
This is the classic:
STOP, DROP, AND ROLL
mechanic.
OTHER WAYS TO EXTINGUISH FIRE
The fire also goes out if it is:
-
doused
-
submerged
-
suffocated
For example:
jumping into sufficient water could extinguish the flames.
BURNING OBJECTS
The hazard applies not only to creatures.
It can also affect:
OBJECTS
A burning object takes the same:
1d4 Fire damage at the start of each of its turns
under the Burning hazard.
This can interact with the object rules you learned in Lesson 15.
2. DEHYDRATION
Every creature needs water.
The amount required each day depends on:
CREATURE SIZE
WATER NEEDS PER DAY
| Size | Water Required |
|---|---|
| Tiny | 1/4 gallon |
| Small | 1 gallon |
| Medium | 1 gallon |
| Large | 4 gallons |
| Huge | 16 gallons |
| Gargantuan | 64 gallons |
DRINKING TOO LITTLE WATER
If a creature drinks:
LESS THAN HALF
of its required daily water:
it gains:
1 EXHAUSTION LEVEL
at the:
END OF THE DAY
EXAMPLE — MEDIUM CHARACTER
A Medium character needs:
1 gallon per day
Half is:
1/2 gallon
If the character drinks less than that during the day:
GAIN 1 EXHAUSTION LEVEL AT DAY'S END
DEHYDRATION EXHAUSTION HAS A SPECIAL RULE
Normally a Long Rest removes one Exhaustion level.
However, Exhaustion caused by dehydration cannot be removed until the creature:
DRINKS ITS FULL DAILY WATER REQUIREMENT
This means simply resting while still badly dehydrated isn't enough.
EXAMPLE
You have gained Exhaustion because of dehydration.
You complete a Long Rest but still haven't had the full water required for a day.
The dehydration restriction prevents that Exhaustion from being removed until the water requirement is satisfied.
3. FALLING
Falling is one of the most common environmental dangers.
When a creature falls, it takes:
1D6 BLUDGEONING DAMAGE PER 10 FEET FALLEN
up to a maximum of:
20D6
FALL DAMAGE TABLE
Some examples:
| Fall Distance | Damage |
|---|---|
| 10 feet | 1d6 |
| 20 feet | 2d6 |
| 30 feet | 3d6 |
| 50 feet | 5d6 |
| 100 feet | 10d6 |
| 200 feet | 20d6 |
| 300 feet | 20d6 |
The damage stops increasing after:
20D6
because that is the maximum under the general Falling rule.
WHEN IS FALL DAMAGE TAKEN?
The damage occurs:
AT THE END OF THE FALL
LANDING PRONE
When a creature lands after a fall:
IT HAS THE PRONE CONDITION
unless it:
TAKES NO DAMAGE FROM THE FALL
EXAMPLE
A character falls:
30 feet
Damage:
3D6 BLUDGEONING
If the character takes any of that falling damage:
they land:
PRONE
FALLING INTO WATER OR ANOTHER LIQUID
Falling into water provides a special possibility.
A creature falling into water or another liquid can use:
ITS REACTION
to attempt either:
DC 15 STRENGTH (ATHLETICS)
or:
DC 15 DEXTERITY (ACROBATICS)
WHY MAKE THE CHECK?
The creature is attempting to enter the surface:
-
head first
-
or feet first
On a successful check:
FALL DAMAGE IS HALVED
EXAMPLE — WATER FALL
A character falls:
40 feet
Normal damage:
4D6
The character uses their Reaction and succeeds on:
DC 15 Dexterity (Acrobatics)
The fall damage that results is:
HALVED
YOU NEED YOUR REACTION
Because this option explicitly uses a:
REACTION
you cannot use it if your Reaction is unavailable.
This connects directly with the timing rules from Lesson 11.
FLYING CREATURES CAN ALSO FALL
The SRD states that a flying creature falls if:
-
it becomes Incapacitated
-
it becomes Prone
-
its Fly Speed is reduced to 0
unless it can:
HOVER
This can make falling extremely important in aerial encounters.
4. MALNUTRITION
Creatures also need food.
Daily food requirements depend on:
SIZE
FOOD NEEDS PER DAY
| Size | Food Required |
|---|---|
| Tiny | 1/4 pound |
| Small | 1 pound |
| Medium | 1 pound |
| Large | 4 pounds |
| Huge | 16 pounds |
| Gargantuan | 64 pounds |
EATING LESS THAN HALF
If a creature eats something during the day but consumes:
LESS THAN HALF
of the required amount:
it must make:
DC 10 CONSTITUTION SAVING THROW
at the end of the day.
On a failed save:
GAIN 1 EXHAUSTION LEVEL
EXAMPLE — MEDIUM CHARACTER
Required food:
1 pound per day
The character eats only:
1/4 pound
That is less than half.
At day's end:
DC 10 CONSTITUTION SAVE
Failure:
+1 EXHAUSTION
EATING NOTHING
The rules are different if a creature eats:
NO FOOD AT ALL
After:
5 DAYS
without food:
the creature automatically gains:
1 EXHAUSTION LEVEL
at the end of the fifth day.
Then it gains:
1 ADDITIONAL EXHAUSTION LEVEL
at the end of every following day without food.
EXAMPLE
No food:
Days 1–4
No automatic Exhaustion from this no-food rule yet.
End of Day 5
+1 Exhaustion
End of Day 6
+1 additional Exhaustion
End of Day 7
+1 additional Exhaustion
and so on.
MALNUTRITION EXHAUSTION HAS A SPECIAL REMOVAL RULE
Exhaustion caused by malnutrition cannot be removed until the creature eats:
ITS FULL DAILY FOOD REQUIREMENT
As with dehydration:
REST ALONE ISN'T ENOUGH.
5. SUFFOCATION
A creature can hold its breath for:
1 + CONSTITUTION MODIFIER MINUTES
with a minimum duration of:
30 SECONDS
EXAMPLE — CONSTITUTION +3
Breath holding:
1 + 3 = 4 minutes
EXAMPLE — CONSTITUTION +0
Breath holding:
1 + 0 = 1 minute
VERY LOW CONSTITUTION
Even if the formula would produce a very short or nonpositive duration:
the minimum is:
30 SECONDS
WHEN SUFFOCATION BEGINS
Suffocation begins when:
-
the creature runs out of breath
-
or the creature is choking
Once that happens:
GAIN 1 EXHAUSTION LEVEL AT THE END OF EACH TURN
This is extremely dangerous because Exhaustion accumulates rapidly.
EXAMPLE
A character can no longer breathe.
End of first turn
Exhaustion 1
End of second turn
Exhaustion 2
End of third turn
Exhaustion 3
and so on.
At Exhaustion 6:
THE CREATURE DIES
under the Exhaustion rules.
BREATHING AGAIN
When the creature can breathe again:
ALL EXHAUSTION LEVELS CAUSED BY SUFFOCATION ARE REMOVED
This is much faster than ordinary Exhaustion recovery.
HAZARD SUMMARY
| Hazard | Main Effect |
|---|---|
| Burning | 1d4 Fire damage at start of each turn |
| Dehydration | Too little water causes Exhaustion |
| Falling | 1d6 Bludgeoning per 10 feet, max 20d6 |
| Malnutrition | Insufficient or absent food can cause Exhaustion |
| Suffocation | After breath runs out, 1 Exhaustion per turn |
MARCHING ORDER
When adventurers travel, indoors or outdoors, the SRD recommends establishing a:
MARCHING ORDER
This describes where characters are positioned relative to one another while the group travels.
WHY MARCHING ORDER MATTERS
Marching order helps determine:
-
which characters are affected by traps
-
which characters can notice hidden enemies
-
which characters are closest to enemies when combat starts
SIMPLE EXAMPLE
A party travels through a narrow corridor in this order:
FRONT
Fighter
SECOND
Rogue
THIRD
Wizard
REAR
Cleric
A trap triggers from the front.
The Fighter's position may matter.
Enemies approach from behind.
The Cleric may be closest.
The marching order gives the GM a clear starting point.
MARCHING ORDER CAN AFFECT COMBAT POSITIONS
When combat begins, one of the first things the GM does is establish where everyone is located.
The SRD specifically notes that the party's:
MARCHING ORDER
or their stated positions can help the GM determine where characters and enemies are relative to one another.
So exploration positioning can directly influence the opening moments of combat.
YOU CAN CHANGE MARCHING ORDER
Outside combat:
THE PARTY CAN CHANGE ITS MARCHING ORDER
whenever appropriate.
The SRD says you can record it however you like, for example:
-
write it down
-
arrange miniatures
TRAVEL
Sometimes characters travel long distances over:
-
hours
-
days
The GM can simply summarize the journey.
But when the exact rate of travel matters, the SRD provides:
TRAVEL PACE
TRAVEL PACE IS FOR OUTSIDE COMBAT
Outside combat, a group can travel at one of three speeds:
FAST
NORMAL
SLOW
When every second matters, such as during combat, use the normal combat movement rules instead.
COMPLETE TRAVEL PACE TABLE
| Pace | Per Minute | Per Hour | Per Day |
|---|---|---|---|
| Fast | 400 feet | 4 miles | 30 miles |
| Normal | 300 feet | 3 miles | 24 miles |
| Slow | 200 feet | 2 miles | 18 miles |
FAST PACE
Fast travel covers the greatest distance.
But speed comes at a cost.
While traveling Fast, a traveler has:
DISADVANTAGE
on:
Wisdom (Perception)
Wisdom (Survival)
and:
Dexterity (Stealth)
checks.
WHY FAST TRAVEL IS RISKY
Moving quickly makes it harder to:
-
notice things
-
navigate or track carefully
-
move quietly
Mechanically, this is represented by the listed Disadvantage.
NORMAL PACE
Normal travel covers:
3 miles per hour
or:
24 miles per day
The specific drawback is:
DISADVANTAGE ON DEXTERITY (STEALTH) CHECKS
SLOW PACE
Slow travel covers less ground:
2 miles per hour
or:
18 miles per day
But it grants:
ADVANTAGE
on:
Wisdom (Perception)
and:
Wisdom (Survival)
checks.
TRAVEL PACE COMPARISON
| Pace | Distance per Day | Main Effect |
|---|---|---|
| Fast | 30 miles | Disadvantage on Perception, Survival, and Stealth |
| Normal | 24 miles | Disadvantage on Stealth |
| Slow | 18 miles | Advantage on Perception and Survival |
CHOOSING A PACE IS A TACTICAL DECISION
Suppose the party needs to reach a town before sunset.
Fast pace may be useful.
But if they are traveling through territory containing:
-
hidden enemies
-
difficult navigation
-
potential ambushes
the penalties to Perception and Survival can matter.
EXAMPLE — SEARCHING FOR DANGER
The party travels through a dangerous forest.
FAST PACE
Wisdom (Perception):
DISADVANTAGE
SLOW PACE
Wisdom (Perception):
ADVANTAGE
The group is choosing between:
SPEED
and:
AWARENESS
TERRAIN CAN FURTHER MODIFY TRAVEL
The SRD notes that the later Gameplay Toolbox contains additional rules affecting which travel pace may be chosen in certain terrain.
Those advanced travel rules belong to:
LESSON 91
For now, use the basic Fast, Normal, and Slow rules.
MOUNTS AND TRAVEL
Mounts can help adventurers travel.
If the party rides horses or other mounts, the SRD allows the group to travel:
TWICE THE NORMAL PACE DISTANCE
for:
1 HOUR
EXAMPLE — MOUNTED FAST PACE
Normal Fast travel:
4 miles per hour
For the one-hour mounted burst:
8 MILES
EXAMPLE — MOUNTED NORMAL PACE
Normal:
3 miles per hour
Mounted one-hour burst:
6 MILES
EXAMPLE — MOUNTED SLOW PACE
Normal:
2 miles per hour
Mounted burst:
4 MILES
MOUNTS MUST REST AFTER THE BURST
After traveling at this doubled distance for one hour, the mounts need:
A SHORT REST
or:
A LONG REST
before they can travel at that increased rate again.
So mounts do not simply double the party's entire daily travel distance automatically.
THE PRIMARY PURPOSE OF A MOUNT
The Equipment section explains that while a mount can help you move faster through the wilderness, its main practical purpose is often:
CARRYING GEAR
that would otherwise slow the adventurers down.
MOUNT CARRYING CAPACITY
The SRD gives carrying capacities for common mounts and animals.
Examples include:
| Mount or Animal | Carrying Capacity |
|---|---|
| Camel | 450 lb. |
| Elephant | 1,320 lb. |
| Draft Horse | 540 lb. |
| Riding Horse | 480 lb. |
| Mastiff | 195 lb. |
| Mule | 420 lb. |
| Pony | 225 lb. |
| Warhorse | 540 lb. |
The complete equipment treatment of mounts will appear later in the course.
MOUNTS PULLING VEHICLES
An animal pulling a:
-
carriage
-
cart
-
chariot
-
sled
-
wagon
can move weight equal to:
FIVE TIMES ITS BASE CARRYING CAPACITY
including the weight of the vehicle itself.
EXAMPLE — DRAFT HORSE
Draft Horse carrying capacity:
540 lb.
When pulling an appropriate vehicle:
540 × 5
=
2,700 LB.
That total includes:
THE VEHICLE'S OWN WEIGHT
MULTIPLE ANIMALS
If several animals pull the same vehicle:
ADD THEIR CARRYING CAPACITIES TOGETHER
before applying the drawn-vehicle rule.
SADDLES
The SRD also provides basic saddle rules.
A saddle includes equipment such as:
-
bit
-
bridle
-
reins
-
other necessary riding equipment
A:
MILITARY SADDLE
gives:
ADVANTAGE ON ABILITY CHECKS TO REMAIN MOUNTED
An:
EXOTIC SADDLE
is required when riding:
-
an aquatic mount
-
a flying mount
BARDING
Barding is armor made for a mount.
Any armor type from the normal Armor table can be purchased as barding.
It costs:
FOUR TIMES THE NORMAL PRICE
and weighs:
TWICE AS MUCH
We will explore these equipment rules more fully in Lesson 67.
VEHICLES AND TRAVEL
Vehicle travel depends on the type of vehicle.
The basic exploration rules distinguish:
LAND VEHICLES
from:
WATERBORNE VESSELS
LAND VEHICLES
Travelers using things such as:
-
wagons
-
carriages
-
other land vehicles
choose:
FAST, NORMAL, OR SLOW PACE
in the normal way.
So the standard travel-pace system still applies.
WATERBORNE VESSELS
Characters traveling in a waterborne vessel do:
NOT CHOOSE A TRAVEL PACE
Instead:
THEY ARE LIMITED BY THE VESSEL'S SPEED
SHIPS CAN TRAVEL FOR LONG PERIODS
Depending on:
-
the vessel
-
the crew size
some ships may travel for:
UP TO 24 HOURS PER DAY
This can make sea travel very different from ordinary overland travel.
LARGE VEHICLES
The SRD contains statistics for several airborne and waterborne vehicles, including:
-
Airship
-
Galley
-
Keelboat
-
Longship
-
Rowboat
-
Sailing Ship
-
Warship
These vehicles have statistics such as:
-
Speed
-
Crew
-
Passengers
-
Cargo
-
AC
-
HP
-
Damage Threshold
-
Cost
The full equipment treatment of these vehicles belongs later in the course.
WATERBORNE VEHICLE SPEED
The SRD also provides several rules affecting ship movement.
A sailing ship moving against:
A STRONG WIND
moves at:
HALF SPEED
In:
A DEAD CALM
a waterborne ship cannot move under sail and must be rowed if it is capable of doing so.
RIVERS AND CURRENTS
Keelboats and Rowboats can be used on:
-
lakes
-
rivers
When going downstream, add the current's speed to the vehicle's speed.
The SRD gives a typical current of:
3 MILES PER HOUR
AGAINST A SIGNIFICANT CURRENT
These boats cannot be rowed against a significant current.
However, they can be pulled upstream by:
DRAFT ANIMALS ON THE SHORE
ROWBOATS
A Rowboat can also be carried.
Its listed weight is:
100 POUNDS
TRAVEL AND EXPLORATION WORK TOGETHER
Imagine this situation:
The party needs to cross dangerous wilderness.
They must make several decisions.
POSITION
Who travels in front?
Who guards the rear?
That is:
MARCHING ORDER
SPEED
Do they travel:
Fast
Normal
or:
Slow?
SUPPLIES
Do they have enough:
food
and:
water?
TRANSPORT
Do they travel:
-
on foot
-
mounted
-
using a wagon
-
aboard a ship
ENVIRONMENTAL DANGERS
Could they face:
-
falls
-
fire
-
suffocation
-
dehydration
-
malnutrition?
This is how exploration becomes a game system rather than simply a description of traveling between encounters.
COMPLETE TRAVEL EXAMPLE
A party needs to cover:
24 miles
The group travels at:
NORMAL PACE
Normal daily distance:
24 miles
So under the basic table:
they can cover the distance in:
ONE DAY
However:
Dexterity (Stealth) checks have Disadvantage
while traveling at that pace.
FAST TRAVEL EXAMPLE
The party needs to cover:
30 miles
They choose:
FAST PACE
Daily distance:
30 miles
But during that travel they have Disadvantage on:
-
Wisdom (Perception)
-
Wisdom (Survival)
-
Dexterity (Stealth)
They arrive faster, but they are less effective at noticing, navigating, and sneaking.
SLOW TRAVEL EXAMPLE
The party expects an ambush.
They choose:
SLOW PACE
Daily distance:
18 miles
But they gain:
ADVANTAGE
on:
-
Wisdom (Perception)
-
Wisdom (Survival)
They sacrifice speed for awareness.
MOUNTED TRAVEL EXAMPLE
A group traveling at Normal pace uses riding horses.
For one hour, they can cover twice the normal distance:
Normal:
3 miles
Mounted burst:
6 MILES
Afterward, the mounts require:
SHORT OR LONG REST
before they can provide another doubled-distance hour.
SURVIVAL EXAMPLE — WATER
A Medium adventurer needs:
1 GALLON OF WATER PER DAY
The party becomes stranded.
The adventurer drinks only:
1/4 gallon
That is less than half the daily requirement.
At the end of the day:
+1 EXHAUSTION
That Exhaustion cannot be removed until the character receives the full required daily amount.
SURVIVAL EXAMPLE — FOOD
The same character needs:
1 POUND OF FOOD PER DAY
They receive:
1/4 pound
Because that is less than half:
DC 10 CONSTITUTION SAVING THROW
Failure:
+1 EXHAUSTION
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING MONSTERS ARE THE ONLY ENVIRONMENTAL DANGER
The SRD contains explicit hazard rules for fire, water needs, food needs, falls, and suffocation.
MISTAKE 2 — FORGETTING THAT EXHAUSTION STACKS
Each new instance gives another level.
At level 6:
DEATH
MISTAKE 3 — THINKING FALL DAMAGE INCREASES FOREVER
The general maximum is:
20D6
MISTAKE 4 — FORGETTING TO LAND PRONE
If you take damage from a fall:
YOU LAND PRONE
under the general rule.
MISTAKE 5 — FORGETTING THE WATER-FALL REACTION
A fall into water or another liquid can allow a:
DC 15 Athletics or Acrobatics check
using your Reaction to halve the resulting fall damage on success.
MISTAKE 6 — THINKING A LONG REST AUTOMATICALLY FIXES DEHYDRATION OR MALNUTRITION
Those hazards impose additional requirements before their Exhaustion can be removed.
MISTAKE 7 — IGNORING MARCHING ORDER
Position during exploration can determine who encounters a trap or enemy first.
MISTAKE 8 — THINKING FAST PACE HAS NO COST
Fast pace imposes Disadvantage on:
Perception
Survival
and:
Stealth
checks.
MISTAKE 9 — THINKING NORMAL PACE HAS NO EFFECT
Normal pace still imposes:
DISADVANTAGE ON DEXTERITY (STEALTH)
MISTAKE 10 — ASSUMING MOUNTS DOUBLE ALL DAILY TRAVEL
Mounts can provide doubled distance for:
ONE HOUR
then require a Short or Long Rest before doing so again.
MISTAKE 11 — USING FAST/NORMAL/SLOW PACE FOR SHIPS
Waterborne vessels use:
THEIR OWN SPEED
rather than choosing the normal travel pace.
LESSON 16 — KEY TAKEAWAYS
FIVE CORE EXPLORATION HAZARDS
Burning
Dehydration
Falling
Malnutrition
Suffocation
BURNING
1D4 FIRE DAMAGE
at the start of each turn until extinguished.
DEHYDRATION
Drink less than half your daily water requirement:
+1 EXHAUSTION AT DAY'S END
FALLING
1D6 BLUDGEONING PER 10 FEET
maximum:
20D6
MALNUTRITION
Eating less than half the required food:
DC 10 CONSTITUTION SAVE
or gain Exhaustion.
No food for five days begins automatic Exhaustion accumulation.
SUFFOCATION
Hold breath for:
1 + CONSTITUTION MODIFIER MINUTES
minimum:
30 SECONDS
Once suffocating:
+1 EXHAUSTION AT THE END OF EACH TURN
MARCHING ORDER
Determines party positioning while traveling and can affect:
-
traps
-
hidden enemies
-
starting combat positions
BASIC TRAVEL PACE
FAST
30 miles/day.
Disadvantage on Perception, Survival, and Stealth.
NORMAL
24 miles/day.
Disadvantage on Stealth.
SLOW
18 miles/day.
Advantage on Perception and Survival.
MOUNTS
Can provide:
DOUBLE TRAVEL DISTANCE FOR 1 HOUR
then require:
A SHORT OR LONG REST
before repeating the increased pace.
LAND VEHICLES
Use the normal travel pace system.
WATERBORNE VEHICLES
Travel according to:
THE VESSEL'S SPEED
rather than Fast, Normal, or Slow pace.
NEXT LESSON
LESSON 17 — PLAYING ON A GRID: MINIATURES, TOKENS, SQUARES, DISTANCES, AND POSITIONING
We have now completed the major basic exploration rules.
Next, we translate distance and movement onto the tabletop.
In Lesson 17, we will learn:
-
how square grids work
-
how miniatures and tokens represent creatures
-
why each square represents 5 feet
-
how to convert Speed into squares
-
entering orthogonal and diagonal squares
-
Difficult Terrain on a grid
-
diagonal movement
-
corners and blocked diagonal movement
-
measuring range between creatures and objects
-
how positioning on a grid prepares us for combat
This is the final lesson before the dedicated Combat section begins with Lesson 18.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.