Speed

Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day.

A character’s base overland movement speed when travelling on foot is calculated as follows:

Overland Walking Speed in Miles per Hour = Constitution Score / 3

Travel Pace

While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the table below. The table states how far the party can move in a period of time and whether the pace has any effect. 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 Activity While Traveling for more information).

Pace Base Overland Walking Speed
Fast 4/3×
Medium
Slow 2/3×

Forced March. The Travel Pace table assumes that characters travel for 8 hours in 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 (Athletics) check at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed check, a character suffers one level of exhaustion.

If the party is moving at a slow pace, they gain advantage on the check. A fast pace imposes disadvantage.

Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast 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.

Characters in wagons, carriages, or other land vehicles choose a pace as normal. 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, Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.

The Travel Route

Come up with a travel plan then calculate its distance in miles. Break down the full distance into smaller segments by using checkpoint locations such as towns and hamlets, wayside inns, river banks and other points of interest. Break segments when terrain type changes or roads start or end as such changes affect travel speed.

The Travelling Day

A typical day of travel consists of roughly 9 to 16 hours of activity, out of which there are 6-10 hours of actual travel. At specific times the party must rest, drink and eat.

Daily Travel Routine
Activity Time Cost
Wake up around sunrise
Breakfast and break up camp 1/2 ration
First travel leg 3-5 hours 1 pint water
Midday break 1-2 hours 1/2 ration
Second travel leg 3-5 hours 1 pint water
Rest for the night 8 hours

Daylight by Season

The amount of usable daylight vastly depends on the region and/or season you are traveling in.

Season Sunrise Sunset Time Traveling
Summer 4 am 20 pm 16 hours
Spring/Autumn 6 am 18 pm 12 hours
Winter 8 am 16 pm 8 hours

Determine Terrain Difficulty

For each travel day, the GM determines the terrain type and calculates how much distance will be crossed without any larger disruptions (such as combat or a detour to explore unexpected locations).

Several activities during travel refer to the Navigation DC. This DC is dependent on the terrain you are traversing. The harder the terrain, the slower your group will advance during your travel, up to a point where you must concentrate on actually moving, rather than paying attention to other activities. If difficult terrain slows your pace to 0 miles or less, you can still move but at ½ a mile per hour.

Terrain Difficulty DC Speed Modifier
Barren, wasteland 10 -1 mile/hour
Clear, farmland 5
Desert, rocky 10 -1 mile/hour
Desert, sand 10 -2 miles/hour
Forest, medium or heavy 15 -2 miles/hour
Forest, light 10 -1 mile/hour
Glacier 10 -1 mile/hour
Grassland, foothills 5
Scrub, bushland, hills 10 -1 mile/hour
Jungle, heavy 20 -3 miles/hour
Jungle, medium 15 -2 miles/hour
Marsh, swamp 20 -3 miles/hour
Moor 15 -2 miles/hour
Mountain, high 20 -3 miles/hour
Mountain, low or medium 15 -2 miles/hour
Tundra 10 -2 miles/hour
Any terrain, by trail 0
Any terrain, by road -5 +2 miles/hour
Fog, rain, low visibility +2
Storm, snowfall, dark night +5 -1 mile/hour

Choose Destination and Speed

Players must choose a heading and a travel pace (fast, normal or slow) and how long they will travel for. The party can follow a natural feature of the land like a coast, river or tree line, or just head off in any of the cardinal directions.

If you travel by horse or carriage and you cross easy (DC 5) or moderate (DC 10) terrain, refer to the Mounted Travel rules for each mount’s speed and distance. If you choose to gallop by horse and you cross easy (DC 5) terrain, you can use fast pace and increase distance traveled by 33%. If you cross difficult terrain (DC 15 or higher), you can only use slow pace and decrease distance traveled by 33%.

Mounted Travel

Using mounts or vehicles (such as carts and wagons) you can significantly shorten travel time, up to maximum distance per travel leg using normal pace.

Travel Pace of Mounts
Pace Cost Speed Max.Distance Capacity
Pony 50 gp 5 per hour 18 miles 225 lb
Mastiff 25 gp 4 per hour 12 miles 195 lb
Musk Ox 30 gp 4 per hour 15 miles 700 lb
Donkey 8 gp 5 per hour 18 miles 420 lb
Riding Horse 75 gp 8 per hour 30 miles 480 lb
War Horse 400 gp 8 per hour 30 miles 540 lb
Draft Horse 50 gp 6 per hour 25 miles 540 lb
Mammoth 200 gp 4 per hour 15 miles 1500 lb
Camel 50 gp 4 per hour 15 miles 480 lb
Carriage 100 gp 4 per hour 15 miles 1500 lb
Cart, wagon 15 gp 4 per hour 12 miles 480 lb

Animals need feed (per day) or can find some themselves with a Wisdom (Survival) check at a DC based on the Hunt & Forage table for 1 Ration. Animals who hunger or thirst for longer than 2 days suffer one level of Exhaustion per day at the end of their long rest.

Feed Costs (per day)
Type Cost Weight
Herbivores (hay, barley) 5 cp 10 lb.
Omnivore (disposed food) 10 cp 5 lb.
Carnivore (by-products, entrails) 25 cp 3 lb.

Mounts can pull five times their typical carrying capacity minus the weight of the vehicle. Mounts pulling carts or wearing armour may not travel more than two travel legs in a row without rest and suffer a disadvantage to the Forced March check. Travel groups that use wagons have access to the Drive Wagon travel activity.