Move 10+ feet, and jump a number of feet up to your Strength score. When you make a standing long jump, you can leap only half that distance.
High Jump
Move 10+ feet, and jump a number of feet equal to 3 + your Strength modifier. When you make a standing high jump, you can jump only half that distance.
Suffocating
You can hold your breath for a number of minutes equal to 1 + your Constitution modifier (minimum Of 30 seconds).
If you run out of breath or you're choking, you can survive for a number of rounds equal to your Constitution modifier (minimum of 1 round). At the start of your next turn, you drop to O hit points and are dying, and you can't regain hit points or be stabilized until you can breathe again.
Concentration
If a spell must be maintained with concentration, its description specifies how long you can concentrate on it. You can end concentration at any time (no action required). The following factors can break concentration:
You cast another spell that requires concentration.
You take damage. Succeed on a Constitution saving throw to maintain your concentration, with a DC equal to 10 or half the damage you take (round down), whichever number is higher.
You're overwhelmed by an enormous distraction, such as a wave crashing into you. Succeed on a DC 10 Constitution saving throw to maintain your concentration.
Roll on this table to randomly determine the general conditions of the dungeon area.
dice: 1d6
Quality
Effect
1
Perilous
The area is dangerously worn and Prone to collapse. Any impacts or damage to the structure, including from spells and other areas of effect, have a 50 percent chance of causing a collapse (see the Improvising Damage table).
2
Crumbling
Areas within the dungeon section are choked with rubble and have a 50 percent chance of being difficult terrain. Half cover and hiding places are plentiful.
3
Neglected
One dungeon trapshazards.html such as brown mold, yellow mold, or green slime is abundant.
4
Abandoned
Most of the dungeon is deserted and quiet as a tomb. Dexterity (Stealth) checks have disadvantage because any sounds stand out as unusual.
5
Secure
Ability checks made to break down doors, open locks, or similar breaking and entering activities have disadvantage.
6
Thriving
The dungeon is heavily populated. Any loud noises or other attention-drawing phenomena require a check for Dungeon Encounters (see below).
Dungeon Encounters
Once during each day and each night that the adventurers spend exploring a dungeon, you can roll a d20 to see if an encounter occurs. On a 1, roll on the table below. You can use the Monster Motivation table to randomly determine a creature's goals.
dice: 1d6
Encounter
1
A lone, powerful creature appears! You choose the creature, selecting one with a challenge rating that is 1–3 higher than the level of the player characters. The creature lives in the dungeon or is passing through, and it is hostile toward the group only if they provoke it.
2–4
Hostile creatures prowl nearby! You choose the creatures, selecting five with a challenge rating equal to the level of the player characters. These creatures are either monsters native to the dungeon or hostile explorers.
5
A patch of brown mold, green slime, or yellow mold lies nearby.
6
A group of friendly explorers crosses the player characters' path. The explorers have 2d4 goods for sale that cost 1 gp or less, which you can select from the Adventuring Gear table in the Player's Handbook.
Dungeon Chambers
To randomly determine the purpose of a dungeon chamber, roll on the table below.
dice: 1d100
Purpose
01
Antechamber
02–03
Armory
04
Audience chamber
05
Aviary
06–07
Banquet room
08–10
Barracks
11
Bath or latrine
12
Bedroom
13
Bestiary
14–16
Cell
17
Chantry
18
Chapel
19–20
Cistern
21
Classroom
22
Closet
23–24
Conjuring room
25–26
Court
27–29
Crypt
30–31
Dining room
32–33
Divination room
34
Dormitory
35
Dressing room
36–37
Gallery
38–39
Game room
40–42
Guardroom
43–44
Hall
45–46
Hall, great
47–48
Hallway
49
Kennel
50–51
Kitchen
52–53
Laboratory
54–56
Library
57–58
Lounge
59
Meditation chamber
60
Nursery
61
Observatory
62
Office
63–64
Pantry
65–66
Pen or Prison
67–68
Reception room
69–70
Refectory
71
Robing room
72
Salon
73–74
Shrine
75–76
Sitting room
77–78
Smithy
79
Stable
80–81
Storage room
82–83
Strong room
84–85
Study
86–88
Temple
89–90
Throne room
91
Torture chamber
92–93
Training room
94–95
Trophy room
96
Vestibule
97
Waiting room
98
Well
99–00
Workshop
Travel Pace
Pace
Distance Traveled per Minute
Distance Traveled per Hour
Distance Traveled per Day
Effect
Fast
400 feet
4 miles
30 miles
-5 penalty to passive Wisdom (Perception) scores
Normal
300 feet
3 miles
24 miles
-
Slow
200 feet
2 miles
18 miles
Able to use stealth
Cover
Cover
Effect
Half cover
+2 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover
Three-quarters cover
+5 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover
Total cover
Can't be targeted directly by an attack or a spell
Obscured Areas
Obscureness
Effect
Examples
Lightly obscured
Creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
Dim light, patchy fog, moderate foliage
Heavily obscured
Vision is blocked; creatures are effectively Blinded.
36 Geomorph Cards, perfect for dealing a random dungeon layout with interlocking map sections:
The full pages for printing can be found below:
Wilderness Journeys
This sheet provides guidelines for playing through wilderness travel and for keeping track of supplies during the journeys.
Journey Cycles
A journey takes place in Cycles that each represent the days spent travelling in the wilderness. The DM first decides whether the journey is short or long, depending on how long it will take the characters to reach their destination. The length of the journey determines how many days are represented by a cycle; each cycle is one day for a short journey or 7 days for a long one.
For each cycle, follow these steps in order:
1. Weather. The DM determines the predominant weather conditions for the Cycle., you either choose the weather or roll for it on the Weather (Precipitation; Wind) table on the DM screen.
2. Pace. the players choose the groups travel pace for the cycle: slow, normal, or fast. See the Travel Pace table on the DM screen for details about each pace.
3. Navigate. The DM decides whether the adventurers are at risk of losing their way, following the guidelines in the "Becoming Lost" section below.
4. Encounter. Roll a d10. On a 1, the characters encounter something this cycle. The DM either decides what happens or rolls on the Wilderness Encounter table.
5. Supplies. Expend food and water for each creature in the party that must eat or drink, consulting the "Food and Water" sections below.
6. Progress. Track the party's progress in the miles for the cycle. You may use a hex map in this kit to keep track of the party's current location.
Becoming Lost
Travelers are unlikely to get lost when following an established path or road or with a landmark in sight. In those circumstances, assume a group of adventurers won't get lost.
Here are the circumstances that can cause a group to lose its way:
Weather that obscures the area, such as heavy rain, snow, or fog.
Traveling at night, even with light sources or darkvision.
Dense forest
Traveling underground
Traveling at sea while unable to see the sky or any familiar land.
The DM lets the group know when they are in one or more of those circumstances, and then the characters choose one of their number who must make a Wisdom (Survival) check against a DC appropriate to the terrain (see "Wilderness navigation" on the DM's screen). Other members of the group can take the Help action on this check as normal, and traveling at a fast pace imposes disadvantage on the check.
If the check fails, the group spends 1d6 hours (short cycle) or 1d6 days (long cycle) traveling in a random direction. The DM may roll a die to determine which hex the group ends up in on a map, such as the ones provided in this kit.
Random Encounter
If a random encounter occurs, the DM can roll on a table in a book like Xanathar's Guide to Everything or use the Wilderness Encounter table here.
Wilderness Encounter
dice: 1d8
Encounter
1
A lone, powerful creature appears! The DM chooses the creature, selecting one with a challenge rating that is 1-3 higher than the group's level. The creature lives in the area or is passing through, and it is hostile toward the group only if they provoke it.
2-4
Hostile creatures prowl nearby! The DM chooses the creatures, selecting five with a challenge rating equal to the group's level. These creatures are either monsters native to the area or hostile travelers
5-6
A group of friendly travelers crosses the group's path. The travelers have 2d6 goods for sale that cost 1 gp or less on the Adventuring Gear table in the Player's Handbook
7
The group discovers a monument. Roll on the Monuments table.
8
The group wanders into a strange place. Roll on the Weird Locales table.
Monuments
dice: 1d20
Monument
1
Sealed burial mound or pyramid
2
Plundered burial mound or pyramid
3
Faces carved into a mountainside or cliff
4
Giant statues carved out of a mountainside or cliff
5-6
intact obelisk etched with a warning, historical lore, dedication, or religious iconography
7-8
Ruined or toppled obelisk
9-10
Intact statue of a person or deity
11-13
Ruined or toppled statue of a person or deity
14
Great stone wall, intact, with tower fortifications spaced at one-mile intervals
15
Great stone wall in ruins
16
Great stone arch
17
Fountain
18
Intact circle of standing stones
19
Ruined or toppled circle of standing stones
20
Pillar carved with elemental or fey symbols
Weird Locales
dice: 1d20
Locale
1-2
Dead magic zone (similar to an antimagic field)
3
Wild magic zone (roll on the Wild Magic Surge table in the Player's Handbook whenever a spell is cast within the zone)
4
Boulder carved with talking faces
5
Crystal cave that mystically answers questions
6
Ancient tree containing a trapped spirit
7-8
Battlefield where lingering fog occasionally assumes humanoid forms
Creatures require units of food and water every cycle. The Food and Water Needs table lists the number of food units and water units a creature requires per cycle, and the table indicates how much each unit of food costs per creature for a cycle. A unit's weight is determined by the cycle:
Short Cycle: 1 unit = 1 pound/gallon of food/water
Long Cycle: 1 unit = 7 pounds/gallons of food/water
A creature's water needs are doubled if the weather is hot, unless it has resistance or immunity to fire damage.
Food and Water Needs
Creature Size
Food/Water per Cycle
Food Cost per Short Cycle
Food Cost per Long Cycle
Tiny
1/4 unit
1 sp, 2 cp
7 sp, 5 cp
Small
1 unit
5 sp
3 gp, 5 sp
Medium
1 unit
5 sp
3 gp, 5 sp
Large
4 units
2 gp
14 gp
Huge
16 units
8 gp
56 gp
Gargantuan
64 units
32 gp
224 gp
Tracking Supplies
Use the accompanying Supply Tracker to note whether you are tracking a short or long cycle journey and how many units of food and water you are carrying. At the Supply step of each cycle, mark off a box for each unit of food or water consumed.
A character unable to eat or drink gains 1 level of Exhaustion for each requirement they fail to meet. Exhaustion gained in this way can't be removed until the character is able to consume sufficient food and water.
Foraging
Characters can hunt or gather food and water while the party travels at a normal or slow pace. A foraging character makes a Wisdom (Survival) check against a DC determined by the terrain. On a successful check, the character gathers units of food equal to 1d6 + their Wisdom modifier. Repeat the roll for drinkable water.
Wilderness Chases
When a chase begins in the wilderness, the DM can use these rules to determine whether the pursuer catches their quarry.
Playing a Chase
A chase is played out over the course of rounds, during which each chase participant takes a turn.
Here Are the steps to follow in a chase:
1. Establish positions. Determine how far apart the quarry and the pursuer are from each other. The quarry and the pursuer might each be an individual or a group. Over the course of the chase, the DM keeps track of this distance. You may use a dry-erase hex map in this kit to track distance. If you do so, you determine how many feet each hex represents: 5 feet, 10 feet, or more.
2. Roll initiative. Everyone involved in the chase rolls initiative, determining the order of their turns in the chase.
3. Roll for a complication. When your turn starts, roll a d20 and consult the Wilderness Chase Complications table to see if an unexpected event complicates your turn.
4. Move And take an action. You can take one action on your turn, and before or after that action, you can move up to a distance equal to your speed. See the "Actions in Combat" sheet for the actions you can take during a chase (see the "Dashing" section on the other side of this sheet if you take the Dash Action). If you have a bonus action available, you also take it during your turn, but no more than once one each of your turns.
5. Begin the next round. When Everyone Involved in the chase has had a turn, the round ends, and the DM determines whether the chase ends, as detailed in the "Ending a Chase" section on the other side of this sheet. If the chase doesn't end, repeat steps 3—5 until it does.
Wilderness Chase Complications
dice: 1d20
Complication
1
Your path takes you through a rough patch of brush. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to get past the brush. On failed check, the brush counts as 5feet of difficult terrain.
2
Uneven ground threatens to slow your progress. Make a DC 10 Dexterity (Acrobatics) check to navigate the area. On failed check, the ground counts as 10 feet of difficult terrain.
3
You run through a swarm of insects (see the Monster Manual For game statistics). The swarm makes an opportunity attack against you (+3 to hit; 4d4 piercing damage on a hit).
4
A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult terrain.
5
Make a DC 10 Constitution saving throw. Ona failed save, you are Blinded by blowing sand,dirt, ash, snow,or pollen until the end of your turn. While Blinded in this way, your speed is halved.
6
A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On failed save, you fall 1d4 x 5 feet, taking 1d6 bludgeoning damage per 10 feet fallen as normal, and land Prone.
7
You blunder into a snare. Make a DC 15 Dexterity saving throw. On failed save, you are caught in the snare and Restrained. As an action, you or someone within 5 feet of you can make a DC 10 Strength check, freeing you on a success. The snare can also be destroyed; it has an AC of 10 and 5 hit points, and it is immune to poison and psychic damage. Complication
8
You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. Ona failed save, you are knocked about and take 1d4 bludgeoning damage and 1d4 piercing damage.
9
Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take 1d10 slashing damage.
10
One or more creatures in the area chase after you! The DM chooses these pursuers or rolls a dice: 1d8 to determine them: (1) 2 brown bears, (2) 2d4 giant toads, (3) 1d4 poisonous snakes, (4) 2d4 wolves, (5) 1 giant boar, (6) 2 dire wolves, (7) griffon, or (8) 1d12 giant rats (see the Monster Manual for the creatures' game statistics).
11-20
No complication.
Dashing
Over the course of a chase, you can take the Dash action a limited number of times before you risk Exhaustion. That number equals 3 + your Constitution modifier. Each additional Dash action you take after that number during the chase requires you to succeed on a DC 10 Constitution check at the end of your turn or gain 1 level of Exhaustion.
You drop out of the chase if your Exhaustion reaches level 5, since your speed becomes 0. By finishing a short or long rest, you can remove all the levels of Exhaustion you gained by taking the Dash action additional times during the chase.
Reactions
During a chase, you can take reactions as normal, but you can't make opportunity attacks against other chase participants, since you are all assumed to be moving in the same direction at the same time. However, chase participants can still be the targets of opportunity attacks from creatures not participating in the chase. For example, an adventurer who chases a bandit past a wolf in the woods might provoke an opportunity attack from the wolf.
Ending a Chase
A chase ends when one side or the other stops, when the quarry escapes, or when at least one pursuer is within 5 feet of a quarry.
If neither side gives up the chase, the quarry can make a Dexterity (Stealth) check at the end of each round, after every participant in the chase has taken a turn. An Incapacitated quarry can't make this check, nor can a quarry without anything to hide behind. The check's total is compared to the passive Wisdom (Perception) scores of the pursuers. If the quarry consists of multiple creatures, they all make the check. If the total of a quarry's check is greater than the highest passive score, that quarry escapes and is no longer in the chase.
The quarry gains advantage or disadvantage on the check based on prevailing circumstances, as shown in the Escape Factors table. If one or more factors give the quarry both advantage and disadvantage on its check, the quarry has neither, as usual.
Escape Factors
Factor
Check Has…
Quarry has many things to hide behind
Advantage
Quarry is in a very crowded or noisy area
Advantage
Quarry has few things to hide behind
Disadvantage
Quarry is in an uncrowded or quiet area
Disadvantage
The lead pursuer is a ranger or has proficiency in Survival
Disadvantage
Escape doesn't necessarily mean a quarry has outpaced pursuers. For example, in the mountains, escape might mean the quarry ducked into a crevice or a hollow log.
Splitting Up
Creatures being chased can split up into smaller groups. This tactic forces pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of the next, and so on, tracking the distances for each separate group.
Role Reversal
During a chase, it's possible for the pursuers to become the quarry. For example, characters chasing a bandit through the woods might draw unwanted attention from other bandits. As they pursue the fleeing bandit, they must also evade the bandits pursuing them. Roll initiative for the new arrivals, and run both chases simultaneously. In another scenario, the fleeing bandit might run into the waiting arms of their accomplices. The outnumbered characters might decide to flee with the bandits in pursuit