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> ###### Extreme Cold >In extremely cold environments, there is no amount of protection that can keep you warm. > >A character becomes [[Conditions#Exposed 🛠|exposed]] in extremely cold environments even when wearing warm clothing, heavy armour or having [[Damage and Healing#Resistance|resistance]] to cold damage. Only [[Damage and Healing#Immunity|immunity]] to cold damage prevents the exposed condition in these situations. > >A character in an extreme cold environment without any kind of protection takes 2d6 cold damage every 10 minutes. This damage cannot be healed while they remain in this environment, even if that character find appropriate protection. <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> ###### Extreme Heat >In extremely hot environments, there are few measures you can take that can keep you cool. > >A character becomes [[Conditions#Exposed 🛠|exposed]] in extremely hot environments even when wearing cool clothing or having [[Damage and Healing#Resistance|resistance]] to fire damage. Only [[Damage and Healing#Immunity|immunity]] to fire damage prevents the exposed condition in these situations. > >A character in an extremely hot environment without a way of staying cool takes 2d6 fire damage every 10 minutes. This damage cannot be healed while they remain in this environment, even if that character finds appropriate protection. <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 low, 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. Spending 10 minutes or more in rainy weather makes a character wet. 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 fragment shrouded by a partial eclipse 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. |