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.