Exploration involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways adventurers interact with the environment in such places. <br> ___ ### Environmental Effects Characters crossing a frigid tundra might suffer the effects of extreme cold, while a visit to a cloud giant’s castle might subject characters to the effects of high altitude. The following sections provide rules for handling these and other environmental effects. <br> ##### Cold When the temperature is below freezing, most creatures are considered [[Conditions#Exposed 🛠|exposed]] while unprotected to such environments. A creature with [[Damage and Healing#Resistance|resistance]] or [[Damage and Healing#Immunity|immunity]] to cold damage cannot be exposed in this way. Wearing warm clothing or [[Armour & Weapons#Armour|heavy armour]] also prevents becoming exposed to the cold. <br><br> ##### Dead Magic Zone A dead magic zone is an area where the fabric of magic is torn. The effect is the same as the [[Divine Spells#Antimagic Field|antimagic field]] spell, except that it is permanent and can cover large areas. <br><br> ##### Dry When an area is dry, a creature must [[Survival Needs#Water|drink]] twice as much water in a day as they usually need, otherwise they adopt the [[Conditions#Exposed 🛠|exposed]] condition. <br><br> ##### Hot When the temperature is 30 degrees Celsius (86 Fahrenheit) or higher, most creatures are considered [[Conditions#Exposed 🛠|exposed]] while unprotected to such environments. A creature with [[Damage and Healing#Resistance|resistance]] or [[Damage and Healing#Immunity|immunity]] to fire damage cannot be exposed in this way. Wearing cool clothing and no [[Armour & Weapons#Armour|armour]] also prevents becoming exposed to heat. <br><br> ##### Heavy Precipitation Everything within an area of heavy rain or heavy snowfall is [[#Lightly Obscured|lightly obscured]]. Heavy rain also extinguishes open flames. <br><br> ##### High Pressure When the pressure is high, like when deep underwater, most creatures are considered [[Conditions#Exposed 🛠|exposed]] while unprotected to such environments. Creatures can become temporarily acclimated to high pressure by spending a 3 or more days at this pressure level. Creatures can’t become permanently acclimated to high pressure unless they are native to such environments. <br><br> ##### Low Pressure When the pressure is high, like when at high altitudes or in the Void, most creatures are considered [[Conditions#Exposed 🛠|exposed]] while unprotected to such environments. Creatures can become temporarily acclimated to low pressure by spending a 3 or more days at this pressure level. Creatures can’t become permanently acclimated to low pressure unless they are native to such environments. <br><br> ##### Strong Wind Strong wind imposes [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A [[Physical Capabilities#Flying|flying]] creature in a strong wind must land at the end of its turn or [[Movement and Position#Falling|fall]]. Depending on the environment, a strong wind might carry particulates such as rain, sand or snow, which may [[#Lightly Obscured|lightly]] or [[#Heavily Obscured|heavily obscure]] and area. <br><br> ##### Wet When an area is wet, a creature must be under cover of shelter and wearing dry clothes, otherwise they adopt the [[Conditions#Exposed 🛠|exposed]] condition. A creature that is fully submerged in water is not considered wet, however if that creature then re-emerges from the water onto land, they become wet. <br><br> ##### Wild Magic Zone A past magical disaster or uncontrolled surge of power in a particular place can cause the fabric of magic to unravel, creating a wild magic zone. In such an area, magic behaves unpredictably. Whenever a creature expends a spell slot to cast a spell in a wild magic zone, roll 1d20. This will create a Wild Magic Surge effect that the DM will detail. <br> ___ ### Vision and Light Some adventuring tasks—such as noticing danger, hitting an enemy, and targeting certain spells—are affected by sight, so effects that obscure vision can hinder you, as explained below. <br> ##### Vision Darkness and other effects that obscure vision can prove a significant hindrance. This might cause a given area to be lightly or heavily obscured. <br> ###### Lightly Obscured >In a lightly obscured area, such as [[#Dim Light|dim light]], patchy fog, or moderate foliage, creatures have [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on checks that rely on sight. <br> ###### Heavily Obscured >A heavily obscured area—such as [[#Darkness|darkness]], opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the [[Conditions#Blinded|blinded]] condition when trying to see something in that area. <br><br> ##### Light The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. <br> ###### Bright Light >Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. <br> ###### Dim Light >Dim Light, also called shadows, creates a [[#Lightly Obscured|lightly obscured]] area. An area of dim light is usually a boundary between [[#Bright Light|bright light]] and surrounding [[#Darkness|darkness]]. The soft light of twilight and dawn also counts as dim light. A full moon might bathe the land in dim light. Creatures without [[Physical Capabilities#Darkvision|darkvision]] have [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on checks that rely on sight while in dim light. <br> ###### Darkness >Darkness creates a [[#Heavily Obscured|heavily obscured]] area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness. A creature effectively suffers from the [[Conditions#Blinded|blinded]] condition when trying to see something in darkness, while a creature with [[Physical Capabilities#Darkvision|darkvision]] has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on checks that rely on sight while in darkness. <br><br> ##### Visibility Outdoors When traveling outdoors, characters can see about 2 miles in any direction on a clear day, or until the point where trees, hills, or other obstructions block their view. Rain normally cuts maximum visibility down to 1 mile, and fog can cut it down to between 100 and 300 feet. On a clear day, the characters can see 40 miles if they are atop a mountain or a tall hill, or are otherwise able to look down on the area around them from a height. <br><br> ##### Underwater Visibility Visibility underwater depends on water clarity and the available light. Use the Underwater Encounter Distance table to determine the distance at which characters underwater become aware of a possible encounter. | Visibility | Encounter Distance | | :-----------------------: | :----------------: | | Clear water, bright light | 60 ft. | | Clear water, dim light | 30 ft. | | Murky water or no light | 10 ft. |