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Wilderness Travel

Travel Time Audible Distance


Pace Per Minute Per Hour Per Day When trying to be quiet 2D6 x 5ft
Fast 400ft 4 miles 30 miles Normal noise level 2D6 x 10ft
Normal 300ft 3 miles 24 miles Loud 2D6 x 50ft
Slow 200ft 2 miles 18 miles Extremely loud 2D6 x 100ft

Visibility Outdoors Underwater Visibility


Clear/No obstructions 2 miles Clear water, bright light 60ft
Rain 1 mile Clear water, dim light 30ft
Fog 100-300ft Murky water 10ft
From a height x 20

Movement
Difficult Terrain such as dense forest, deep swamps, rubble filled ruins, steep terrain, ice covered
ground, or deep snow will slow travel normally. It will cut movement in half over this type of terrain. Certain
pieces of equipment can help prevent slower travel over certain terrain like snowshoes or crampons. Climbing,
swimming, and crawling each cost one extra foot of movement unless you have a swim or climb speed.
A creature can squeeze through a space that is large enough for a creature one size smaller than it.
While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has
disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage
while it's in the smaller space.
You can move through a non hostile creature's space. In contrast, you can only move through a hostile
creature's space as long as it is at least two sizes larger or smaller than you. This counts as difficult terrain.
Whether a creature is a friend or an enemy, you can't willingly end your move in its space. If you leave a hostile
creature's reach during your move, you provoke an opportunity attack. A creature can not end its turn in the
space of another hostile creature.

Forced March
The travel pace assumes that you travel no more than 8 hours in a day. Going beyond that and
creatures risk exhaustion. For each additional hour of travel past 8 hours, the character covers the pace in the
per hour column for their pace, and each character doing so must make a Constitution saving throw at the end
of the hour. The DC is 10 +1 for each hour past 8 hours. On a failed saving throw they suffer one level of
exhaustion.

High Altitude
Traveling above 10,000 ft or higher above sea level enters the high altitude zone where the air is thin
and difficult to breathe. Each hour spent in this zone by creatures not used to it counts as two hours of traveling
for determining how far can be traveled in a day. Above 20,000 ft only creatures native to high altitudes are
accustomed to it no matter how long spent there. It takes 30 days spent at high altitude to become accustomed
to it.

Underwater and Swimming


If they have a swim speed they can swim all day and follow the normal travel and forced march rules.
For those without a swim speed or aided by magic to gain one they can’t swim for 8 hours like they would
travel overland. After each hour spent swimming they must succeed on a DC 10 Constitution saving throw or
gain a level of exhaustion.
Deep water with its increased pressure and cold cause a similar effect of High Altitude. For a creature
without a swim speed, each hour spent at depths below 100ft counts as two hours for determining exhaustion,
for depths greater than 200ft it counts as four hours instead.
When underwater melee weapon attacks for those without a swim speed have disadvantage on attack
rolls unless made with a javelin, shortsword, spear, or trident. Ranged weapon attacks automatically fail if
beyond their normal range they also have disadvantage unless the weapon is a crossbow, net, or is a weapon
that is thrown. While fully immersed in water all objects and creatures have resistance to fire damage.

Flying
Flight granted by magic, spell or item, are subject to the regular travel times and forced march rules.
For flight due to natural abilities a creature that must rest for 1 hour for every 3 hours spent flying, and can’t fly
for more than 9 hours per day. When there are strong winds in an area creatures cannot end their turn flying
without being knocked prone.

Mounts and Vehicles


A willing creature that is at least one size larger than you and has appropriate anatomy can serve as a
mount. You must be within 5ft of the creature to mount or dismount it. It costs half your movement speed to do
so and can’t be done if you do not have enough movement to do so.
If an effect moves a mount against its will while there is a rider on it they must succeed on a DC 10
Dexterity saving throw or fall off the mount, landing prone in a space within 5ft of it. If a rider is knocked prone
while mounted the same save is made. If the mount is knocked prone while a rider is on it they can spend their
reaction to dismount it and land on their feet instead of prone. Otherwise they fall off into a space within 5ft and
are knocked prone.
Only a mount that has been trained to accept a rider can be ridden as a controlled mount which allows
the rider to direct it. The initiative of the mount matches the rider as they direct it and can make one of three
actions: Dash, Disengage, or Dodge. This is treated as a separate turn from the rider and happens either right
before or after their turn. An independent mount retains its own separate place in initiative order and does as it
wishes barring any restrictions from the rider. Depending on the mount's intelligence, nature, or any training it
has they may attack, flee, or defend their rider on their turn. While on a mount if an opportunity attack is
triggered the attacker may target either the rider or mount.
For a short span of time, up to an hour, many mounts can move faster than a humanoid. A mounted
character can ride at a gallop for an hour to cover twice the usual distance of a fast pace. Characters in
wagons, carts, and other land vehicles can only choose a regular pace to travel at.
Mount Cost Speed Carrying Capacity
Donkey/Mule 8gp 40ft 420lbs
Draft Horse 50gp 40ft 540lbs
Riding Horse 74gp 60ft 480lbs
War Horse 400gp 60ft 225lbs
Pony 30gp 40ft 225lbs

Jumping
The distance you can jump is equal to your strength score. A long jump can cover the same distance as
your strength score as long as you get a 10ft run up, half without a run up. If you plan on jumping over an
object you must succeed on a DC 10 Strength (acrobatics) check to clear it. The object must be under a
quarter the distance you are trying to cover in height. Landing in difficult terrain requires a DC 10 Dexterity
(Acrobatics) check to land without ending up prone. When making a high jump you can leap up the number of
feet equal to 3 + your strength modifier, as long as you have a 10ft run up. Otherwise you can do half that
distance. When jumping you can reach the distance equal to the height you are jumping + 1.5 times your
height by extending your arms above your head.

Lifting & Carrying


Your carrying capacity is your strength score multiplied by 15. This is the weight in pounds you can
carry. You can lift, drag, or push a weight in pounds up to twice your carrying capacity. Your speed drops to 5ft
while pushing or dragging weight more than your carrying capacity. Creatures larger than medium get to
double their carrying capacity and lift, drag, or push for each category over medium. Inversely tiny creatures
get their amounts halved.
Foraging
A character may forage when traveling at a normal or slow pace. They make a Wisdom (survival) check
against the DC to determine if and how much they find. On a failure they find nothing. On a success they roll
1D6 + Wisdom modifier to determine how much food in pounds then roll again for water in gallons they find.

Food and Water Availability DC


10 Abundant food and water
15 Limited wood and water
20 Very little, if any food or water sources

Navigation
When not following a path or something similar in the wilderness they may become lost. The party’s
navigator makes a Wisdom (survival) check against the DC of the terrain to remain on course. If using an
accurate map they roll with advantage. If traveling at a slow pace they gain a plus 5, at a fast pace subtract 5.
If the check fails to meet the DC roll 1D6 for how long they must take to get back on course.

DC Terrain
15 Forest, jungle, swamp, mountains, or overcast in open seas
10 Arctic, desert, hills, open seas with clear skies
5 Grasslands, meadow, farmland

Tracking
To track one or more creatures they must succeed on a Wisdom (survical) check. A check is not
needed if the tracks are obvious and it is not possible if there are none left to follow. The longer the time after a
track is made the harder it is to find. On a failed check they lose the trail but can attempt to find it again by
making a careful search of the area. After failing the first check the next one increases the DC. It takes 10
minutes to find a trail in a confined area such as a dungeon, and an hour outdoors.

DC Surface
10 Soft surface such as mud or snow
15 Loose packed dirt or grass
20 Hard packed ground or bare stone
+5 For each day since the track was made
-5 If the creature is leaving a trail of blood

Sleep
Most creatures require sleep and while sleeping they are subjected to the unconscious condition. A
naturally sleeping creature, unlike one magically or chemically sleeping, wakes up if they take any damage or
are shaken awake. A sudden loud noise such as thunder or yelling also awakens a naturally sleeping creature.
Whisper’s don’t wake a sleeping creature unless it is within 10ft of the sleeper and they have a passive
Wisdom (Perception) score of 20 or higher. Talking at a normal volume in an otherwise silent environment if
they have a passive Wisdom (Perception) score of 15 or higher.
Whenever you end a 24 hour period of time without finishing a long rest and sleeping, you must
succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion. With each day (24 hours)
taken without a long rest the DC increases by 5. Once a long rest is completed the DC resets to 10.

Light & Visibility


Lightly Obscured
Creatures have disadvantage on Wisdom (Perception) checks that rely on sight. Dim light, patchy fog,
moderate foliage coverage, or certain weather can cause this.
Heavily Obscured
Creatures suffer from the Blinded condition when trying to see in this area. Darkness, heavy fog, dense
foliage, or certain weather conditions can cause this.
Bright Light or Well Lit
Most creatures can see normally. Sunlight, daylight, overcast, torches, lanterns, fires, and other
methods of illumination typically provide it.
Dim Light or Poorly Lit
Creatures have disadvantage on Wisdom (Perception) checks that rely on sight. The boundaries
between bright light and darkness, shadows, twilight, dawn, and a full moon on a clear night can provide it.

Darkness
Creatures suffer from the Blinded condition when trying to see in this area. Areas devoid of significant
light are considered darkness, night, unlit rooms, caves, or magical darkness can cause it.
Darkvision
Causing dim light to be treated as bright light for the area specified except seen in grayscale. Creatures
have disadvantage on Wisdom (Perception) checks that rely on sight in Darkness now.

Light Sources
Source Bright Dim Time
Candle 5ft +5ft 6hr
Lamp 15ft +30 6hr
Lantern, bullseye 60ft, cone +60 6hr
Lantern, hooded 30ft +30 6hr
lowered hood n/a +5 6hr
Torch 20ft +20 1hr
Bonfire/campfire 25ft +25ft 4hr+

Hiding
When you try to hide make a Dexterity (stealth) check and add any additional modifiers. Until you are
discovered or stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature
actively searching for signs of your presence. In combat most creatures are alert for danger so coming out of
hiding and approaching a creature will likely cause it to notice you.
You can’t hide from a creature that can clearly see you, and noise you make will give away your
position. Any invisible creature may try to hide, but remember that more than sight of the creature can give
away position. Signs of its passage like footprints, movement in water, or sound can give it away.

Passive Perception & Noticing Threats


When hiding there is a chance that you are noticed even if you are not actively being looked for. At this
time compare the Dexterity (Stealth) against a creature's passive Wisdom (perception) score, 10 + Wisdom
modifier. If the creature has advantage add 5, disadvantage subtract 5. Light levels or being obscured by cover
can alter this also.
Passive Perception determines if a group notices a hidden threat. During some situations only certain
characters or creatures are the ones that can notice that threat. Things like a tight path, marching order, or light
levels can cause this. Traveling at a fast pace inflicts a -5 penalty to this passive check.

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