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The exceptions to this rule are related to Spells, Runes, and skills that need your action, bonus action, or reaction to increase your speed. | The exceptions to this rule are related to Spells, Runes, and skills that need your action, bonus action, or reaction to increase your speed. | ||
=== 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. | |||
'''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. | |||
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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 (see Appendix A). | |||
'''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. | |||
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