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@ -4,9 +4,7 @@ title: Adventuring
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[TOC]
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## Adventuring
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### Time
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# Time
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In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.
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@ -18,7 +16,7 @@ Following the road from Baldur's Gate to Waterdeep, the adventurers spend four u
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In combat and other fast-paced situations, the game relies on **rounds**, a 6-second span of time.
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### Movement
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# Movement
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Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope-all sorts of movement play a key role in fantasy gaming adventures.
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@ -26,13 +24,13 @@ The GM can summarize the adventurers' movement without calculating exact distanc
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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 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.
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#### Speed
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## Speed
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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.
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The following rules determine how far a character or monster can move in a minute, an hour, or a day.
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##### Travel Pace
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### Travel Pace
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While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. 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.
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@ -57,21 +55,21 @@ Certain special mounts, such as a pegasus or griffon, or special vehicles, such
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| Slow | 200 feet | 2 miles | 24 miles | Able to use stealth |
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##### Difficult Terrain
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### Difficult Terrain
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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.
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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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#### Special Types of Movement
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## Special Types of Movement
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Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.
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##### Climbing, Swimming, and Crawling
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### Climbing, Swimming, and Crawling
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While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
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##### Jumping
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### Jumping
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Your Strength determines how far you can jump.
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@ -85,15 +83,15 @@ When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrob
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You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.
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### The Environment
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# The Environment
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By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.
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#### Falling
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## Falling
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A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
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#### Suffocating
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## Suffocating
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A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
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@ -101,7 +99,7 @@ When a creature runs out of breath or is choking, it can survive for a number of
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For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.
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#### Vision and Light
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## Vision and Light
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The most fundamental tasks of adventuring- noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few-rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.
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@ -121,23 +119,23 @@ Even gloomy days provide bright light, as do torches, lanterns, fires, and other
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Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
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##### Blindsight
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### Blindsight
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A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.
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##### Darkvision
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### Darkvision
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Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.
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##### Truesight
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### Truesight
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A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
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#### Food and Water
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## Food and Water
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Characters who don't eat or drink suffer the effects of exhaustion (see appendix ##). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.
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##### Food
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### Food
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A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.
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A normal day of eating resets the count of days without food to zero.
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##### Water
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### Water
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A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.
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If the character already has one or more levels of exhaustion, the character takes two levels in either case.
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#### Interacting with Objects
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## Interacting with Objects
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A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens.
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A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.
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### Resting
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# Resting
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Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.
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Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.
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#### Short Rest
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## Short Rest
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A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
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A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.
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#### Long Rest
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## Long Rest
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A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity-at least 1 hour of walking, fighting, casting spells, or similar adventuring activity-the characters must begin the rest again to gain any benefit from it.
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A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
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### Between Adventures
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# Between Adventures
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Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold.
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In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion.
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#### Lifestyle Expenses
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## Lifestyle Expenses
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Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle.
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Living a particular lifestyle doesn't have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty.
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#### Downtime Activities
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## Downtime Activities
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Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.
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Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.
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##### Crafting
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### Crafting
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You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.
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While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost.
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##### Practicing a Profession
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### Practicing a Profession
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You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession.
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If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.
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##### Recuperating
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### Recuperating
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You can use downtime between adventures to recover from a debilitating injury, disease, or poison.
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- End one effect on you that prevents you from regaining hit points.
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- For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.
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##### Researching
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### Researching
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The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.
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For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses.
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##### Training
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### Training
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You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.
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