Travel & Special Movement
Travel Pace (on foot)
Pace |
Per Minute |
Per Hour |
Per Day |
Effect |
Fast |
400 ft |
4 miles |
30 miles |
-5 penalty to passive Wisdom (Perception) scores |
Normal |
300 ft |
3 miles |
24 miles |
|
Slow |
200 ft |
2 miles |
18 miles |
Able to use stealth |
- When moving through difficult terrain, your speed is halved (unless your character/vehicle/mount is able to move through this difficult terrain without penalty, such as a Ranger in his natural environment)
- When mounted, a character can cover twice the distance as a fast pace. Mounts must rest for at least 15 minutes between bursts
- Vehicle mounts, such as a horse-drawn carriage, move at a normal pace and don't suffer any fast/slow pace penalties or benefits
- Forced March: Characters can travel 8 hours per day on foot. If they push past this limit, they must make a Constitution saving throw for each additional hour past their limit, with a DC of 10+1 per hour past limit. If they fail, they suffer one level of exhaustion
Special Movement
- Climbing, Swimming, & Crawling: each cost 1 additional foot of movement (2 if moving through difficult terrain), unless you have a climbing or swimming speed (no equivalent for crawling). An extremely difficult climb or swim may require an Athletics check
- Long Jumping: Cover a distance of feet equal to your Strength score, so long as you move at least 10 ft before the jump. Each foot of jump costs a foot of movement. When clearing a low obstacle (no taller than a quarter of the jump's distance), must succeed on a DC 10 Athletics check or hit the obstacle. Must do the same if you land in difficult terrain, falling prone upon failure.
- High Jumping: 3+Strength mod (minimum of 0) of feet into the air if you move at least 10 ft before the jump. Each foot of jump costs a foot of movement. You can extend your arms to have a total jump reach of the jump height + 1.5x your height
Travel Activities
- Marching Order: Who's in the front rank, middle rank, & back rank. Determines who sees what or gets encountered first
- Stealth: if the party moves at a slow pace, they can move stealthily. They can surprise or sneak by other creatures when stealthing, so long as they are not out in the open. If they choose to Surprise their targets, or if they've been hunted and Surprised themselves, the DM compares the Stealth checks of the hunters to the Passive Perception scores of the hunted. Anyone who was Surprised (their passive Perception is below the Stealth checks) cannot move or take any Actions/Reactions until the Surprise round ends.
- Passive Wisdom: The mechanic used for noticing threats without actively searching for them (ex. rolling Perception checks). A creature's Passive Wisdom is 10+Wisdom mod+proficiency if they are proficient in Perception
- Navigate - characters can try to prevent the group from getting lost with a Survival check. If someone in your group uses special magic/objects for navigation, or has a Class Feature that prevents the group from getting lost in a certain terrain (ex. Natural Explorer for Rangers), you do not have to do this
- Draw a Map - records the group's progress in the new environment, doesn't require any ability checks
- Track - character can try to follow a creature's tracks, making a Survival check.
- Forage - character can keep an eye out for food and water, making a Survival check
Environmental Hazards
There are various hazards a party can encounter while travelling through the wild world. The larger ones get their own segments as indicated below:
- Falling: Creature takes 1d6 bludgeoning damage for every 10 ft fallen, maximum of 20d6
- Suffocating: Creature can hold its breath for 1+Constitution mod minutes (minimum of 30 seconds). If it runs out of air, can survive 1+Constitution mod rounds (minimum of 1 round) before dropping to 0 HP. It can't regain HP or be stabilized until they can breathe again, and every additional round spent underwater equates to a failed death save. If they are damaged by anything while in this state, it equates to 2 death saves. If the damage is a crit or it exceeds your HP maximum, you die
Vision & Light
- Bright Light - provided by daylight, torches, lanterns, fires & other sources of illumination
- Lightly Obscured Areas (Dim light, patchy fog, light foliage) - blocks vision partially. Creatures have disadvantage on Wisdom checks that rely on sight (unless they have Darkvision, which allows them to see through dim light as if it were bright light)
- Heavily Obscured Areas (Darkness, opaque fog, dense foliage) - blocks vision entirely. Creatures suffer the blindness condition when attempting to see through this (unless they have Darkvision, which allows them to see through darkness as if it were dim light)
Food & Water
- Food: One pound per day. Can split rations in half to make it last longer, counting as half a day without food. Can go without food for 3+Constitution mod (limit of 1) days. At the end of each day beyond that limit, the character suffers one level of Exhaustion. A normal day of eating will reset the character's hunger.
- Water: One gallon per day, or two if its hot out. Drinking only half that much triggers a Constitution saving throw (DC 15) or suffering one level of Exhaustion. Having less that half a gallon causes a character to suffer one level of Exhaustion. If the character has already suffered one or more levels of Exhaustion, they will suffer two levels regardless of whether they drank half a gallon or less.
Exhaustion
There are six levels of exhaustion that you can encounter from environmental hazards, such as starvation and long-term effects of freezing & scorching temperatures:
Level |
Effect |
1 |
Disadvantage on ability checks |
2 |
Speed halved |
3 |
Disadvantage on attack rolls & saving throws |
4 |
Hit point maximum halved |
5 |
Speed reduced to 0 |
6 |
Death |
Finishing a long rest (assuming the creature has eaten & drank the proper amount of food & water) reduces one level of exhaustion. Being raised from the dead also reduces one level of exhaustion. Creatures suffer from the effects of all levels of exhaustion below the current level they are experiencing.
Resting
Short Rest
- Period of downtime (at least 1 hour) when a character does nothing more strenuous than eating, drinking, reading, talking, standing watch, or tending to wounds
- Can spend one or more Hit Dice at the end of the Short Rest to regain HP
- Some spellcasters have a Class Feature that allows them to recover some spell slots during a Short Rest (ex. Druids with Natural Recovery)
- Can perform downtime activities during this period (max 7 hours, the theoretical max of a Short Rest)
Long Rest
- Period of downtime (at least 8 hours) when a character spends at least 6 hours sleeping and two hours of light activity (eating, drinking, talking, standing watch, etc.)
- If the rest is interrupted by at least 1 hour of strenuous activity, you have to start the rest over to gain any benefits from it. You can, however, take any Short Rest benefits from the period prior to interruption if it meets the criteria of a Short Rest
- All HP is restored at the end of a Long Rest
- Hit Dice are restored up to half your character's normal number of dice (ex. someone with 7 hit die will recover 4, since it rounds in the direction of player benefit)
- Can perform downtime activities during the time that you are awake (max 1 hour)
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