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### **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**.
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### **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.
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### **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.
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