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Adventuring

Movement

Travel Pace
Pace 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
Any movement spent on Climbing, Swimming and Crawling doubles the speed you use.
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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