Glossary

Rules terms, hazards and planes of existence. Narrow to one with the Kind filter.

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A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day’s end. A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the end of the fifth day as well as an additional level at the end of each subsequent day without food. Exhaustion caused by malnutrition can’t be removed until the creature eats the full amount of food required for a day. See also “Exhaustion.” Food Needs per Day Size Food Size Food Tiny 1/4 pound Large 4 pounds Small 1 pound Huge 16 pounds Medium 1 pound Gargantuan 64 pounds

KindHazard
2024 SRD

*Ingested Poison, 1,500 GP* A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poison hasn’t been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one.

KindHazardCategoryPoison
2024 SRD

*Contact Poison, 400 GP* A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage.

KindHazardCategoryPoison
2024 SRD

*Ingested Poison, 250 GP* A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can’t be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned.

KindHazardCategoryPoison
2024 SRD

*Deadly Trap (Levels 1–4)* Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn if it has activated fewer than three times When a creature moves onto this trap’s pressure plate for the first time on a turn, poisoned darts shoot from tubes embedded in the surrounding walls. The holes that house these tubes are obscured by dust and cobwebs or skillfully hidden amid bas-reliefs, murals, or frescoes. Each creature in the darts’ path must succeed on a DC 13 Dexterity saving throw or be struck by 1d3 darts, taking 3 (1d6) Poison damage per dart. Detect and Disarm. As a Search action, a creature can examine the walls and make a DC 15 Wisdom (Perception) check, detecting the holes on a successful check. Plugging all the holes with wax, cloth, or detritus prevents the darts from firing. As a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom (Perception) check, detecting the pressure plate on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering. At Higher Levels. You can scale the trap for higher levels by increasing each dart’s Poison damage as follows: 7 (2d6) at levels 5–10, 14 (4d6) at levels 11–16, or 24 (7d6) at levels 17–20.

KindHazardCategoryTrap
2024 SRD

*Nuisance Trap (Levels 1–4)* Trigger: A creature opens the trap’s lock improperly or fails to disarm the trap Duration: Instantaneous A poisoned needle is hidden in a lock. When a creature opens the lock with any object other than the proper key, the needle springs out and stabs the creature. The creature makes a DC 11 Constitution saving throw. On a failed save, the creature takes 5 (1d10) Poison damage and has the Poisoned condition for 1 hour. On a successful save, the creature takes half as much damage only. Avoid. The trap doesn’t trigger if the lock is opened using a Knock spell or similar magic. Detect and Disarm. As a Search action, a creature can examine the trapped lock and make a DC 15 Wisdom (Perception) check, detecting the needle on a successful check. Once the trap is detected, a character can take an action to try to disarm the trap, doing so with a successful DC 15 Dexterity (Sleight of Hand) check. On a failed check, the creature triggers the trap. At Higher Levels. You can scale the trap for higher levels by increasing the damage and the save DC, as shown in the following table. Levels Poison Damage Save DC 5–10 11 (2d10) 13 11–16 22 (4d10) 15 17–20 55 (10d10) 17

KindHazardCategoryTrap
2024 SRD

*Injury Poison, 2,000 GP* A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one.

KindHazardCategoryPoison
2024 SRD

*Deadly Trap (Levels 11–16) or Nuisance Trap (Levels 17–20)* Trigger: A creature moves onto a pressure plate Duration: Until the stone stops rolling When a creature moves onto a hidden pressure plate, a 5-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all creatures nearby roll Initiative; the stone gets a +8 bonus on its Initiative roll. On its turn, the stone moves 60 feet in one direction, changing course if redirected by an obstacle. The stone can move through creatures’ spaces, and creatures can move through the stone’s space, treating it as Difficult Terrain. Whenever the stone enters a creature’s space for the first time on a turn or a creature enters the stone’s space while the stone is rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) Bludgeoning damage and have the Prone condition. The stone stops when it hits a wall or similar barrier. It can’t go around corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Intelligence (Investigation) check, deducing the pressure plate’s function on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering. Destroy the Stone. The stone is a Large object that has AC 17, HP 100, a Damage Threshold of 10, and Immunity to Poison and Psychic damage. Slow the Stone. As an action, a creature can try to slow down the stone with a DC 20 Strength (Athletics) check. If the check is successful, the distance the stone moves on its turn is reduced by 15 feet. If that distance drops to 0, it stops moving and is no longer a threat.

KindHazardCategoryTrap
2024 SRD

*Injury Poison, 200 GP* A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one.

KindHazardCategoryPoison
2024 SRD

*Magical Contagion* Fouled potions and alchemical waste can give rise to Sewer Plague, which incubates in sewers and refuse heaps and is sometimes transmitted by creatures that dwell in such areas, including otyughs and rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes into contact with contaminated filth or offal must succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A creature suffers the following effects 1d4 days after infection: Fatigue. The creature gains 1 Exhaustion level. Weakness. While the creature has any Exhaustion levels, it regains only half the normal number of Hit Points from spending Hit Point Dice. Restlessness. While the creature has any Exhaus- tion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature’s Exhaustion level. Fighting the Contagion. Daily at dawn, an infected creature makes a DC 11 Constitution saving throw. On a failed save, the creature gains 1 Exhaustion level as its fatigue worsens. On a successful save, the creature’s Exhaustion level decreases by 1. If the creature’s Exhaustion level is reduced to 0, the contagion ends on the creature.

KindHazardCategoryMagical Contagion
2024 SRD

*Magical Contagion* Any Beast or Humanoid that drinks water tainted by Sight Rot must succeed on a DC 15 Constitution saving throw or have the Blinded condition until the contagion ends. Fighting the Contagion. Magic such as a Heal or Lesser Restoration spell ends the contagion immediately. A character who is proficient with an Herbalism Kit can use it to create one dose of nonmagical ointment, which takes 1 hour. When applied to the eyes of a creature suffering from Sight Rot, the ointment suppresses the contagion on that creature for 24 hours. If the contagion is suppressed in this way for a total of 72 hours (requiring three doses and applications of the ointment), the contagion ends on the creature. Spreading the Contagion. Any Humanoid that makes skin contact with a creature infected with Sight Rot must succeed on a DC 15 Constitution saving throw or also become infected with the contagion. On a successful save, the Humanoid can’t catch the contagion from that particular infected creature for the next 24 hours.

KindHazardCategoryMagical Contagion
2024 SRD

Slippery ice is Difficult Terrain. A creature that moves onto slippery ice for the first time on a turn or starts its turn there must succeed on a DC 10 Dexterity saving throw or have the Prone condition.

KindHazardCategoryEnvironmental Effect
2024 SRD

*Injury Poison, 200 GP* A creature subjected to Spider’s Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more, the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

KindHazardCategoryPoison
2024 SRD

*Deadly Trap (Levels 1–4)* Trigger: A creature moves onto the pit’s lid Duration: Instantaneous A 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit, which has sharpened wooden or metal spikes at the bottom. The lid remains open thereafter. A creature that falls into the pit lands at the bottom and takes 3 (1d6) Bludgeoning damage from the fall plus 9 (2d8) Piercing damage from the spikes. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pit’s lid and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful check. Once the hidden pit is detected, an Iron Spike or a similar object can be wedged between the pit’s lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using an Arcane Lock spell or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as a Spider Climb spell to scale the pit’s smooth walls. You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds. At Higher Levels. You can scale the trap for higher levels by increasing the pit’s depth and damage, as shown in the following table. Levels Pit Depth Damage 5–10 30 feet 10 (3d6) Bludgeoning plus 13 (3d8) Piercing 11–16 60 feet 21 (6d6) Bludgeoning plus 36 (8d8) Piercing 17–20 120 feet 42 (12d6) Bludgeoning plus 57 (13d8) Piercing

KindHazardCategoryTrap
2024 SRD

Strong wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert can create a sandstorm that imposes Disadvantage on Wisdom (Perception) checks.

KindHazardCategoryEnvironmental Effect
2024 SRD

A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath or is choking, it gains 1 Exhaustion level at the end of each of its turns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating.

KindHazard
2024 SRD

Thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through. Below the ice is frigid water (see “Frigid Water” above).

KindHazardCategoryEnvironmental Effect
2024 SRD

*Ingested Poison, 600 GP* A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature’s Speed is halved while the creature is Poisoned in this way.

KindHazardCategoryPoison
2024 SRD

*Ingested Poison, 150 GP* A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned creature can’t knowingly communicate a lie.

KindHazardCategoryPoison
2024 SRD

*Injury Poison, 1,200 GP* A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poison damage on a failed save or half as much damage on a successful one.

KindHazardCategoryPoison
2024 SRD