Travel Pace

While traveling, a group of adventurers can move at normal, fast, or slow pace. The Travel Pace 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” later in this section)

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.

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 and other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5) 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 a day.

Travel Pace

Pace Minute Hour Day Effect
Fast 400 feet 4 miles 30 miles -5 to passive Wisdom (perception) scores
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.

Activity while Traveling

Marching Order: The adventurers should establish a marching order. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies when a fight breaks out.
p. A character might occupy the front rank, one or more middle ranks, or the back rank. Characters in the front and back ranks need enough room to travel side by side with others in their rank. When space is too tight, the marching order must change.
p. Fewer than Three Ranks. If an adventuring party arranges its marching order with only two ranks, they are a front rank and a back rank. If there’s only one rank, it’s considered a front rank.

While traveling at a slow pace, the characters can move stealthily. As long as they’re not in the open, they can try to surprise or sneak by other creatures they encounter.

Noticing Threats
Use the passive Wisdom (perception) scores of the characters to determine whether anyone in the group notices a hidden threat. The DM might decide that a threat can only be noticed by characters in a particular rank (Front, Middle, Back).
p. While traveling fast, characters take a -5 penalty to their passive Wisdom (Perception) scores to notice hidden threats.

Encountering Creatures. If the DM determines that the adventurers encounter other creatures while they’re traveling, it’s up to both groups to decide what happens next. Either group might decide to attack, initiate a conversation, run away, or wait to see what the other group does.

Surprising Foes. If the adventurers encounter a hostile creature or group, the DM determines whether the adventurers or their foes might be surprised when combat erupts.

Other Activities

Characters who turn their attention to other tasks as the group travels are not focused on watching for danger. These characters don’t contribute their passive Wisdom (perception) scores to the group’s chance of noticing hidden threats.

Navigate. The character can try to prevent the group from becoming lost, making a Wisdom (Survival) check when the DM calls for it.

Track. A character can follow the tracks of another creature, making a Wisdom (Survival) check when the DM calls for it.

Forage. The character can keep an eye out for ready sources of food and water, making a Wisdom (Survival) check when the DM calls for it.

Look for Trouble. As a party, you can choose to try to find things in the wild to meet and beat. This will greatly increase the chance of random encounters.


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