You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.Įach foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you're climbing, swimming, or crawling. Movement through dangerous dungeons or wilderness areas often involves more than simply walking. You move at half speed in difficult terrain - moving 1 foot in difficult terrain costs 2 feet of speed - so you can cover only half the normal distance in a minute, an hour, or a day. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground-all considered difficult terrain. The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. 5 penalty to passive Wisdom (Perception) scores Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.Ĭertain special mounts, such as a pegasus or griffon, or special vehicles, such as a Carpet of Flying, allow you to travel more swiftly. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.Ĭharacters in wagons, carriages, or other land vehicles choose a pace as normal. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. For short spans of time (up to an hour), many animals move much faster than humanoids. On a failed saving throw, a character suffers one level of exhaustion. The DC is 10 + 1 for each hour past 8 hours. They can push on beyond that limit, at the risk of exhaustion.įor each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The Travel Pace table assumes that characters travel for 8 hours in day. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the " Activity While Traveling" section for more information).įorced March. The table states how far the party can move in a period of time and whether the pace has any effect. While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The following rules determine how far a character or monster can move in a minute, an hour, or a day. This number assumes short bursts of energetic movement in the midst of a life-threatening situation. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.Įvery character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The DM can summarize the adventurers' movement without calculating exact distances or travel times: "You travel through the forest and find the dungeon entrance late in the evening of the third day." Even in a dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch." Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope all sorts of movement play a key role in D&D adventures.
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