--- ### **General Rules for Digging** #### **1. Tools and Proficiency** To dig effectively, a character typically needs appropriate tools and proficiency: - **Common Tools**: - **Shovel**: Standard digging tool; 5 gp, weighs 5 lbs. - **Pickaxe**: Used for breaking through rocky terrain; 10 gp, weighs 10 lbs. - **Crowbar**: Helpful for breaking apart dense material; 2 gp, weighs 5 lbs. - **Proficiency**: - **Proficiency with Mason's Tools**: Bonus for digging through stone or constructed surfaces. - **Proficiency with Survival**: Useful for determining the best places to dig and avoiding hazards. #### **2. Digging Speed** The time required to dig depends on the terrain and the tools used. Use the table below to calculate the rate of progress: |**Terrain Type**|**Digging Rate (cubic ft/hour)**|**With Tools**|**Without Tools**| |---|---|---|---| |Loose Soil|15 cubic feet/hour|30 cubic feet/hour|5 cubic feet/hour| |Packed Dirt|10 cubic feet/hour|20 cubic feet/hour|2 cubic feet/hour| |Sand|12 cubic feet/hour|25 cubic feet/hour|4 cubic feet/hour| |Gravel|8 cubic feet/hour|15 cubic feet/hour|1 cubic feet/hour| |Rock/Stone|1 cubic foot/hour|5 cubic feet/hour|Impossible| #### **3. Hazards of Digging** ##### **3.1 Collapsing Tunnels** - **Risk**: Tunnels and loose ground may collapse if not reinforced. - **Mechanics**: - Each hour of digging in a tunnel has a **5% chance** of collapse, increasing to **10%** in unstable ground - If a collapse occurs, creatures within the area must make a **DC 15 Dexterity saving throw** or be buried, restrained, and take **2d6 bludgeoning damage**. ##### **3.2 Exhaustion** - Digging is physically taxing. Characters digging for prolonged periods must make a **DC Constitution saving throw** every hour. On a failure, they gain one level of exhaustion. ##### **3.3 Hidden Hazards** - **Examples**: - **Gas Pockets**: Roll a d20; on a 1, the diggers hit a flammable or poisonous gas pocket. - **Buried Creatures**: Diggers might disturb burrowing monsters #### **4. Digging as Exploration** ##### **4.1 Finding Hidden Items** - Diggers may uncover buried treasure, artifacts, or tunnels. Use the following mechanics: - **Perception/Investigation Check**: A DC check reveals signs of buried items - **Excavation Time**: Depending on the terrain and tools, it may take several hours to uncover objects. Roll 1d4 hours for small objects and 1d10 hours for large ones. ##### **4.2 Mapping Underground Areas** - Characters can dig to create their own tunnels or access buried areas. For every **50 cubic feet of soil removed**, a medium-sized tunnel (5 ft. wide by 5 ft. tall) is created. #### **5. Digging in Combat** - **Creating Cover**: - Characters can dig shallow trenches or foxholes. Digging **2 cubic feet** provides half cover, **4 cubic feet** provides three-quarters cover. - **Traps**: - Digging a pit trap takes time but is effective. The time required depends on the terrain - **Improvised Weapon**: - A shovel or pickaxe can be used as an improvised melee weapon, dealing **1d6 bludgeoning or piercing damage**. --- ### **General Rules for Burrowing** #### **1. Burrowing Speed** - **Burrow Speed**: Creatures with a burrow speed can move through loose earth, sand, or similar materials at the specified rate in their stat block. - **Difficult Terrain**: Burrowing through denser materials reduces burrow speed by half. #### **2. Burrowing Mechanics** ##### **2.1 Surface Effects** - Creatures or characters burrowing near the surface may disturb the ground above: - **Loosened Soil**: Creates difficult terrain within 5 feet of the burrow tunnel. - **Signs of Burrowing**: Creatures leaving visible signs, like mounds of dirt or vibrations, can be detected with a **Perception (Wisdom)** or **Survival (Wisdom)** check: - DC 10: Loose soil or disturbed ground is obvious. - DC 15: Subtle vibrations or faint tracks. - DC 20: Detect burrowing creatures far below the surface. ##### **2.2 Tunnel Creation** - **Tunnel Size**: Burrowing creatures may create tunnels based on their size: - Small Creature: 2.5-foot-wide tunnel. - Medium Creature: 5-foot-wide tunnel. - Large Creature: 10-foot-wide tunnel. - **Tunnel Collapse**: Unstable tunnels may collapse: - **DC 15 Strength (Athletics)** or Dexterity saving throw to avoid becoming trapped. - Collapse deals **2d6 bludgeoning damage** and leaves the creature **restrained**. #### **3. Burrowing in Combat** ##### **3.1 Burrow Attacks** - Creatures with burrowing abilities may use their movement to attack from below: - Mechanics: Treat the attack as **unseen** unless the creature’s location is detected, granting advantage on the attack roll. ##### **3.2 Escaping Combat** - Burrowing can be used to escape combat: - If a creature burrows out of reach, it provokes an opportunity attack only if the attacker is aware of its escape route. - If the burrow is deep enough, the creature is considered **hidden** if it succeeds on a Dexterity (Stealth) check. ##### **3.3 Creating Hazards** - Burrowing can destabilize the battlefield: - **Unstable Ground**: Burrowing under enemies creates **difficult terrain** in a 5-foot radius. - **Sinkholes**: A burrowing creature may intentionally collapse tunnels to create sinkholes. #### **4. Player Burrowing Options** ##### **4.1 Magical Burrowing** - Several spells can grant burrowing capabilities: - **Meld into Stone (3rd level)**: Allows the caster to enter stone but not move within it. - **Move Earth (6th level)**: Enables significant terrain modification, including creating tunnels. - **Shape Earth (Cantrip)**: Provides limited, precise earth manipulation for small burrows or concealment. ##### **4.2 Equipment and Items** - **Burrowing Tools**: Specialized tools, like drills or enchanted spades, may grant temporary burrow speeds: - **Drill of Delving**: Grants a burrow speed of 15 feet but consumes fuel or magic charges. - **Earth Tunneller Potion**: Grants a burrow speed of 10 feet for 1 hour but only through soft materials. --- ### **Advanced Rules** #### **1. Reinforcing Tunnels** - **Materials**: Reinforce tunnels with wood, stone, or magic. - **Mechanics**: - 1 plank or brace is required for every 5 feet of tunnel. - Reinforcement increases tunnel stability and reduces collapse risk by 50%. #### **2. Exhaustion and Long-Term Burrowing** - **Exhaustion**: Characters or creatures burrowing for extended periods must make a **Constitution saving throw** each hour (DC 10 + 1 per additional hour) to avoid exhaustion. - **Mapping**: Underground navigation requires an **Intelligence (Investigation)** or **Wisdom (Survival)** check to avoid getting lost. ---