Survival
Timekeeping
A day is divided into six 4-hour Periods:
| Dawnrise (4 AM - 8 AM) |
Gloaming (4 PM - 8 PM) |
| Morning (8 AM - 12 PM) |
Nightfall (8 PM - 12 AM) |
| Mid-Day (12 PM - 4 PM) |
Midnight (12 AM - 4 AM) |
Resource Management
- Your supply of food, water, arrows, and torches are each tracked using a Resource Die (D6 to D12). Every time you use one of these items, roll. On a 1 or 2, decrease the Resource Die one step (D10 to D8, etc). When you roll a D6 and get a 1 or 2, that item’s supply is depleted.
- Resources can be replenished by foraging or crafting, as described under Rest Activities
- Each day, every PC must roll Resource Dice for both food and water. Without food and water, a character gains Hunger or Thirst Exhaustion (see below). Some features allow characters to ignore food and water requirements (for example, Deathless Nature or Constructed Resilience).
Exhaustion
- Exhaustion Track: Ranges from 0 to 10, applying -1 to all d20 tests per level.
- If a character fails an exhaustion check while they have 10 levels of exhaustion, the character dies.
- Travel Exhaustion: Constitution saving throws.
- Normal or Slow pace: No check required.
- Fast pace: DC 13 (+ 3 per previous fast travel period), failure causes 1 level of exhaustion.
- Traveling Overtime: DC 10 + 3 per extra period, failure causes 2 levels of exhaustion.
- Hunger & Thirst: Without food, a character becomes Hungry. Without water, they become Thirsty. No save. Levels of exhaustion do not recover normally.
- Hunger: 1 level each day without 1 pound (½ kilogram) of non-magical food.
- Thirst: 3 levels each day without one quart (1 litre) of non-magical water.
- Magical Food and Water can prevent further exhaustion, but does not allow recovery from Hunger Exhaustion or Thirst Exhaustion.
- Lesser Restoration recovers one level of Exhaustion from Thirst or Hunger.
- Recovery: Short and long rests do not normally recover exhaustion.
- A Period (4 hours) spent resting or sleeping restores 1 level of exhaustion. Thus, sleeping for 2 periods restores 2 levels.
- An Established Camp recovers 1 bonus level of exhaustion per Long Rest.
- Comfortable lodging (as from an Inn) recovers 2 bonus levels of exhaustion per long rest.
Travel
Terrain & Travel Pace per Period
| Plains / Roads |
1 hex (6 miles) |
2 hex (12 miles) |
3 hex (18 miles) |
| Forest / Hills |
0.5 hex (3 miles) |
1 hex (6 miles) |
2 (12 miles) |
| Mountains / Swamps |
0.3 hex (2 miles) |
0.5 hex (3 miles) |
1 (6 miles) |
Encounter Checks
Travel is measured by entering hexes. Each time the party enters a hex, roll a d20:
- Roads: Encounter on a 1-4
- Wilderness: Encounter on a 1-5 The DM rolls and determines the encounter.
Travel and Rest Limits:
- Maximum travel: 2 periods per day without exhaustion.
- Required sleep: 2 periods per day (typically consecutive).
- Remaining periods: Open for foraging, crafting, or other downtime activities.
Conditional Travel Rules
- Night Travel: Navigate and Scout checks are made at disadvantage unless 4 light resources are consumed.
- Harsh Conditions (extreme weather, heat, cold): Disadvantage on Constitution saving throws against Travel Exhaustion.
Travel Activities
During travel periods, characters may assume roles:
- Pathfinding: Lead the Way. One Character rolls Survival (DC 13) in unexplored hexes (non-roads/rivers). Helping is allowed. Failure by 5 or more triggers a mishap.
- Disadvantage in inclement weather, advantage with a detailed map or Navigator’s tools.
- Scout: Keep Watch. One character rolls Perception or Stealth (Dex or Wis). Scouting DC is encounter-dependent. Disadvantage in inclement weather. Helping is allowed.
- Success exceeds DC by 10+: Party gains Surprise in encounter.
- Failure: Party is Surprised by encounter.
Rest Activities
- Establish Shelter: Survival (DC 13) to establish a camp: While in an Established Shelter, suffer no penalties from Harsh Conditions, recover 3 levels of exhaustion per Long Rest. Failure by 5 or more causes mishap.
- Gathering Raw Food: Raw Food can be used in place of a food resource die, but will rot in 2 days if not consumed or preserved. Failure by 5 or more causes mishap.
- Hunt: Survival DC 13 (Varies +/- by environment). Success: you find a random beast and must succeed on an attack roll vs its AC.
- Success yields 1-5 Raw Food and possibly pelts.
- Forage: Survival or applicable tool proficiency. Foraging can yield food or water resources:
- DC 13 (+/- by environment): One Raw Food; One extra for every additional 10 points scored.
- The DM may waive foraging checks in abundant areas.
- Special Foraging: (By DM discretion/depending on area)
- Forests/Hills/Plains: Herbs (healing potions), leather
- Mountains/Rivers/Swamps: Precious minerals, alchemical supplies
- Preserving Raw Food: Roll Survival DC 10 to preserve one Raw Food into a Food Resource Die. Chefs tools provide advantage. Preserve one extra unit for every five points scored. Failure by 5 or more means one Raw Food is spoiled.
- Craft: No test required, must have appropriate tools.
- Weaver’s or Leatherworker’s Tools: Repair damaged clothes and bags:
- Smith’s Tools: Repair damaged weapons or armor.
- Woodcarver’s or Carpenter’s Tools: Craft arrows or torches (+1 resource die or +2 with proficiency.).
- Sleep: Each character requires two periods of sleep or total rest (some features modify this requirement to one period, for example Trance or Deathless Nature).
Damaged Equipment
- Damaged clothing does not protect from harsh conditions.
- A weapon that is damaged has -1 on attack and damage rolls.
- Armor that is damaged has -1 on AC.
Damaged equipment can be repaired by spending a rest activity with no skill check required. Damaged equipment that takes further damage becomes broken and cannot be used again until it is repaired with a DC 13 Strength(Smith’s Tools) skill check. Help is allowed.