Travel Pace
Three overland speeds (fast/normal/slow) with daily mileage, forced march exhaustion rules, and terrain modifiers.
When the party moves overland between locations, the DM tracks time using travel pace rules.
Pace Table
| Pace | Per Minute | Per Hour | Per Day | Effect |
|---|---|---|---|---|
| Fast | 400 feet | 4 miles | 30 miles | -5 penalty to passive Perception |
| Normal | 300 feet | 3 miles | 24 miles | No penalty |
| Slow | 200 feet | 2 miles | 18 miles | Able to use Stealth |
The group moves at the pace of its slowest member unless the slower characters ride mounts or a vehicle.
Forced March
Characters can travel for 8 hours per day at their chosen pace. For each additional hour beyond 8, each character must make a Constitution saving throw at the end of the hour (DC 10 + 1 for each hour beyond 8). On a failure, the character gains one level of exhaustion.
Difficult Terrain
Travel through dense forests, swamps, mountains, or deep snow halves the distance covered. This stacks with the pace choice — a slow pace through difficult terrain covers only 1 mile per hour.
Mounts and Vehicles
A mount can gallop for about 1 hour, covering twice the normal fast pace (8 miles). After that, it moves at normal pace. Vehicles and mounts with special rules may modify these distances.
Activities While Traveling
Characters not navigating or keeping watch can engage in other activities: map-making, foraging, tracking, or maintaining a lookout for danger. The DM determines which activities are possible based on pace and terrain.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.