My 6th level party is going to get hit with a quicksand trap shortly and I want to rule fairly on spell counters. First off, here is how it works: DC 15 athletics escapes. Fail = sink 1’ deeper into the quicksand and next save the DC is one higher. Usual aid, guidance etc rules apply and if another player is beside you they can use their action to try to pull you out at the same DC. Use of rope changes save to acrobatics.
Spell counters:
Levitate, fly: stop sinking, roll with advantage on either athletics or acrobatics.
Teleport: you win!
Feather fall: ???
Jump: ???
Expeditious retreat: ???
Transform into creature with swim speed: ???
Other spells I haven’t thought of: ???
The party doesn’t have levitate or fly or teleport, so they are going to rely on the other spells.
Intuitively, I feel like a snake should be able to easily escape quicksand because sneks can slither over just about anything.
I’m certain they will try feather fall or expeditious retreat I have no idea how to rule that. Also, what other spells haven’t I thought of? Should a dash action work any differently? Help!
Spell counters:
Levitate, fly: stop sinking, roll with advantage on either athletics or acrobatics.
Teleport: you win!
Feather fall: ???
Jump: ???
Expeditious retreat: ???
Transform into creature with swim speed: ???
Other spells I haven’t thought of: ???
The party doesn’t have levitate or fly or teleport, so they are going to rely on the other spells.
Intuitively, I feel like a snake should be able to easily escape quicksand because sneks can slither over just about anything.
I’m certain they will try feather fall or expeditious retreat I have no idea how to rule that. Also, what other spells haven’t I thought of? Should a dash action work any differently? Help!
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