← All themes

Terrain & Territories

Hill

difficult terrain; rises 5ft per ring, and each ring up costs twice the one below (10, 20, 40 ft…) without a climbing speed — high ground gives advantage, and a taller hill blocks sight unless you stand above it

Forest

blocks movement and line of sight — no shooting through the canopy

Rocks

impassable; half cover behind them; formations rise 10ft per ring

Mountain

a rock core above 30ft (snow-capped) — walls off sight completely unless you stand even higher

Water

difficult terrain (wade at half speed); swimmers cross freely; bridges span it

Swamp

boggy difficult terrain — half speed through the mud

Road

clear, fast ground — full speed

Pit

a sunken hole — difficult terrain to clamber through

Wall

impassable and blocks sight

Door

openable when adjacent; some are locked (break them), trapped, or SECRET — hidden in the wall until a Survival sweep finds them

Barrel / crate

blocks movement; grants half cover (+2 AC) behind it

Trap

hidden until it springs — a Survival sweep (bonus action) reveals traps within 15ft

Chest

loot — open it when adjacent and pick one of three treasures

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.

Tactforge is an independent project, compatible with fifth edition.