Looking for ways to make your forest combat more vital and exciting... throw a few of these features onto your battle map or theater of the mind, to spice things up.
|1||Bee Hive||A bee hive hanging from the tree.|
If the Bee Hive takes 1 point of damage, it summons a Swarm of Bees which attacks the nearest until it moves at least 30 feet away from the hive.
|2||Teetering Rotting Tree||A rotting tree barely standing.|
DC 15 Athletics Check to push onto any creatures in a 20 ft line from the base of the tree. Creatures caught in the area of effect must make a (DC 10 + Athletics) Dexterity check. On a failed save take 4d6 damage, fall prone and become restrained. On a successful save take half damage, with no other effects. Restrained creatures can make a DC 15 Athletics check to escape at the beginning of each of their turns.
|3||Deep Mud||A puddle or patch of squelching mud.|
Deep mud is considered difficult terrain. Whenever a creature enters or starts it's turn in thick mud, make a DC 10 Strength saving throw. On a failed save, the creature is restrained until the start of it's next turn.
|4||Throny Bramble||A thick briar of thorny bushes.|
Thorny Bramble is considered difficult terrain. When a creature moves into or within the area of Thorny Brambles, it takes 1 piercing damage for every 5 feet it travels.
|5||Dry Brush||A patch of dry brush, leaves, and wood.|
When Dry Brush is ignited, it becomes Burning Brush. Each square of Burning Brush ignites one adjacent square of Dry Brush at the beginning of each round. Each creature that enters or starts its turn in Burning Brush takes 1d8 fire damage as well as igniting any flammable materials the creature might have. A creature can make a DC 10 Survival check to extinguish one square of Burning Bush.
|6||Fast Moving River||White water rapids and jagged rocks.|
Fast Moving River is considered difficult terrain. When entering or at the beginning of each turn in the river, make a DC 15 Athletics. Creatures without Athletics or explicit Swimming speed make this check with disadvantage. On a failed check, you are carried 30 feet downstream and take 1d6 - 1 bludgeoning damage.
|7||Rickety Suspension Bridge||A 100 ft long rotting wooden rope bridge spans a nearby ravine.|
A DC 10 Survival check reveals the bridge is near to collapse. It will fall apart if one large creature or if 4 medium or smaller creatures try and cross it at one time. The bridge can be scuttled at any point along it if dealt 10 damage. It is also highly flammable.
|8||Slick Rocks and Trickling Water||A 10 ft wide trickling stream with slick moss-covered rocks.|
When crossing make a DC 15 Dexterity saving throw. On a failed save, fall prone and take 1d6 bludgeoning damage.
|9||Puffball Mushrooms||A small grove of Mellon-sized mushrooms.|
With a DC 14 Nature check, a creature can recognize that these are Giant Puffball Mushrooms. When stepped upon they release a 10 ft cube cloud of spores. If activated deliberately the 10 ft cube can be aimed in any direction. If activated accidentally the cube centers on the spot of activation. The cloud is lightly obscured and dissipates away after 1 round. Any creature caught in the cloud as it activates, or enters the cloud before it dissipates must make a DC 15 Constitution saving throw or be blinded for 1 round.
|10||Torrential Downpour||Nothing says epic like a torrential downpour.|
Areas of dirt and rock exposed to the rain become slick and slippery. At the beginning of each turn in such an area, creatures must make a DC 8 Dexterity saving throw or fall prone. Creatures in areas of shelter, such as under trees, are immune to this effect.
|11||Fairy Circle||A ring of mushrooms in a glade of grass.|
A DC 15 Intelligence (Arcana) check allows you to identify the subtle flow of fey magic identifying this ring of mushrooms as a fairy ring. A further DC 20 Charisma (Persuasion) check can be made to beseech the fairy folk to come to your aide. Someone trained in history, making a DC 10 Intelligence (History) check, would know that an offering of a secret would give you advantage on this persuasion check. A successful persuasion will summon 1d6 CR 1/2 (or less) fey creatures (Blink Dog, Pixie, Satyr, Sprite, etc) to your aide.
|12||Fog||There is nothing more terrifying than not being able to see.|
The area of fog is considered heavily obscured. Vision is blocked and creatures are effectively blind. They can not be targeted by spells or attacks that require you to see the target.
Have some ideas you think we add to this table? Let us know on our discord server.
That's the rant. If you are a player fighting through a forest use it to your advantage, if you are a dungeon master mix your encounters up with some arboreal terrain, and if you are neither grab some dice, some friends and play some D&D.