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Dungeon Master's Guide

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THIN leE<br />

Thin ice has a weight tolerance of 3d10 x 10 pounds per<br />

10-foot-square area. Whenever the total weight on an<br />

area of thin ice exceeds its tolerance, the ice in that area<br />

breaks. All creatures on broken ice fall through.<br />

FORAGING<br />

Characters can gather food and water as the party<br />

travels at a normal or slow pace. A foraging character<br />

makes a Wisdom (Survival) check whenever you call for<br />

it, with the DC determined by the abundance of food and<br />

water in the region.<br />

FoRAGING DCs<br />

Food and Water Availability<br />

Ab undant food and water sources<br />

Li mited food and water sources<br />

Ve ry little, if an y, food and water sources 20<br />

If multiple characters forage, each character makes<br />

a separate check. A foraging character finds nothing<br />

on a failed check. On a successful check, roll ld6 +the<br />

character's Wisdom modifier to determine how much<br />

fo od (in pounds) the character finds, then repeat the roll<br />

fo r water (in gallons).<br />

DC<br />

10<br />

15<br />

FooD AND WATER<br />

The food and water requirements noted in the Player's<br />

Handbook are for characters. Horses and other<br />

creatures require different quantities of food and water<br />

per day based on their size. Water needs are doubled if<br />

the weather is hot.<br />

FooD AND WATER NEEDS<br />

Creature Size Food per Day Water per Day<br />

Tiny 1/4 pound 1/4 gallon<br />

Small 1 pound 1 gallon<br />

Med ium 1 pound 1 gallon<br />

Large 4 pounds 4 gallons<br />

Hu ge 16 pounds 16 gal lon s<br />

Gargantuan 64 pounds 64 gallons<br />

BECOMING LOST<br />

Unless they are following a path, or something like it,<br />

adventurers traveling in the wilderness run the risk of<br />

becoming lost. The party's navigator makes a Wisdom<br />

(Survival) check when you decide it's appropriate,<br />

against a DC determined by the prevailing terrain, as<br />

shown on the Wilderness Navigation table. If the party<br />

is moving at a slow pace, the navigator gains a +5 bonus<br />

to the check, and a fast pace imposes a - 5 penalty. If the<br />

party has an accurate map of the region or can see the<br />

sun or stars, the navigator has advantage on the check.<br />

CHAPTER 5 I ADVENTURE ENVIRONMENTS<br />

liT

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