Forced March
The Travel Pace table assumes that characters travel for 8 hours in a day. They can push on beyond that limit, at the risk of Exhaustion. For 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 DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of Exhaustion.
Travel Pace and Effects
Pace |
Distance Traveled per... |
|
|
Effect |
|
Minute |
Hour |
Day |
|
Fast |
400 feet |
4 miles |
30 miles |
-5 penalty to passive Wisdom (Perception) |
Normal |
300 feet |
3 miles |
24 miles |
--- |
Slow |
200 feet |
2 miles |
18 miles |
Able to use Stealth |
Difficult Terrain
The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain.
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.
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