Adventuring
Movement
Travel PacePace | Minute | Hour | Day | Effect |
Fast | 400 feet | 4 miles | 30 miles | -5 to Perception |
Medium | 300 feet | 3 miles | 24 miles | --- |
Slow | 200 feet | 2 miles | 18 miles | Able to use Stealth |
Jumping: Long distance jump is strength score in feet, high jumping distance is your strength mod +3 in feet.
Falling: 1d6 bludgeoning damage per 10 ft.
Suffocating: You can hold your breath for 1 + CON in minutes (minimum 30 secs), after that: you survive for a number of rounds equal to CON mod. After that, you drop to 0 HP and enter the dying status.
Environment
Light: In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition.Nutrition and Hydration: You can go without food for 3+CON mod days, after that you gain a level of exhaustion per day. After a day without enough water: you must make a DC 15 Con Save, or gain a level of exhaustion.
Resting:
- Short Rest: lasts 1 hour minimum, only eating, drinking, reading or wound tending, can spend hit die to regain HP
- Long Rest: lasts 8 hours minimum, of which 6 hours are sleep; regains all lost HP and HD
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