Homebrew Travel Rules (and Horses!)

by Bombee

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Homebrew Travel Rules

Traveling is an important aspect of any open-world campaign. 5th Edition D&D provides a ruleset for traveling that is, to my eyes, intended for campaigns where traveling is only a minor part of the gameplay. Many DMs prefer to simply use flavor text to describe a journey. In my opinion, this is too simplistic. It doesn't give enough weight to long travels, and reduces the usefulness of travel aids - such as teleportation, horses, airships, or even spelljammers. To improve upon the ruleset and hopefully give more player agency in the traveling process, I created this list of homebrew rules.

Full credit to DracoDruid for his work. Although I personally feel his travel rules are a little too complex for most players to handle, most of my rules are largely modifications of his rules. Additionally, I would like to extent credit to u/SamuraiNazoSan for his rules on horses. I largely imported his rules, because they were excellently designed, with only some minor changes to make better integration into this homebrew ruleset.

Finally, remember that homebrewed rules are meant to make the game more fun - not more complicated. Sometimes, a more complicated game is better and improves the experience for the players. Other times, it's a burden, and ruins the experience. Take care when implementing rules, and determine if these are right for your campaign.

Travel Speed & Overview

Travel speed, as per the DMG p. 242, follows the general rule that the distance a creature can cover in an hour (in miles) is equal to their speed (in game stat) divided by 10. For example, a humanoid with a speed of 30 feet per round can travel 3 miles in an hour. To determine their distance over a day of travel, that will be the amount of hours traveled multiplied by the speed per hour. For a humanoid traveling for 8 hours, this is 24 miles.

The amount of hours of which a travel will be taking place is dependent upon several factors. Firstly, RAW, a long rest is considered 8 hours. This leaves 16 hours left of the day for travel, foraging, eating, and generally living. It is reasonable to expect a humanoid, taking breaks, to travel for 8 hours per day without excessive exhaustion.

Speed Speed in mph Speed in miles per day
Slow 2 mph (66% the speed of a normal pace) 16 miles per day
Normal 3 mph (100% the speed of a normal pace) 24 miles per day
Fast 4 mph (133% the speed of a normal pace) 32 miles per day

This table is a written description. As a sidenote, this table is assuming a group of (on average) 30 feet/round speed creatures.

Benefits and Detriments to Travel

Speed Relevant Changes
Slow Advantage on perception checks. Constitution saves against exhaustion due to pushing on are at advantage.
Normal Disadvantage on performing certain tasks during travel (see Activities during Travel).
Fast Disadvantage on perception checks. Constitution saves against exhaustion due to pushing on are at disadvantage. Certain tasks are impossible to perform.

Pushing On

Pushing on past the recommended travel time is possible, but can incur exhaustion. For mounted travel, the mount will be exhausted. For travel by foot, the character is exhausted. For pushing on an extra hour past the travel time, a DC 10 Constitution save will have to be made, or a point of exhaustion will be incurred. For every hour after that first hour of extended travel, the DC will go up by 3. A table is included.

Hours DC Constitution Save
1 10
2 13
3 16
4 19

For those with especially high constitutions, it is easy to push on past the recommended hours without risking exhaustion. For those with poor constitution, it is not as advisable. Picking a hardy mount can be important to traversing long distances at exceptional pace - not only the fastest mount.

It's relevant to note that a single point of exhaustion can be removed after finishing a long rest. Typically, after a long day of travel, the whole party will take a long rest and sleep. If the party isn't expecting any resistance, they have the option to push on for another hour - knowing that even if they fail their Constitution check, they'll be able to quickly remove that exhaustion point. If they expect resistance, pushing on might give them disadvantage on all ability checks - which is potentially disastrous depending on the situation they are placed in.

Depending on the environment the party is in, the DM may increase or decrease the DC to push on. This is preferable to imparting advantage or disadvantage, due to these already existing depending on the pace you are traveling.

Activities during Travel

Since travel is such a prolonged ordeal, it is natural to spend your hours traveling performing other activities. Some activities and notes on them are listed below.

Activity Notes
Sneaking (Stealth group check) Disadvantage at a normal pace. Impossible at a fast pace.
Drawing a Map (Cartographer's Tools check) Disadvantage at a normal pace. Impossible at a fast pace.
Foraging and Hunting (Survival check) Disadvantage at a normal pace. Impossible at a fast pace.
Keeping Watch and Navigating (Perception check) Advantage at slow pace. Disadvantage at a fast pace.
Tracking (Survival check) Advantage at slow pace. Disadvantage at a fast pace.

Foraging deserves a special note and consideration. For many travelers in medieval times, carrying large amounts of food on themselves or foraging for food was largely unnecessary. Most routes were well-traveled and had plenty of inns along the route that provided ample shelter, food, and rest. For these reasons, foraging is mostly only important for those on especially lonely roads. I am making this a special note, because knowing how to handle food in your campaign can be confusing. Carrying a month's worth of food seems unrealistic for a party - that's because it is.

Often, parties will chose exclusively to navigate and keep watch. DMs (especially new ones) can often find these kinds of checks confusing. Consider letting your group either chose a leader, who will lead perception checks with the occasional dose of advantage if a party member choses to help. If this approach is unfavorable, consider making the perception check a group check, where the whole party rolls and the lowest and highest perceptions will balance out. I personally opt for the first option. It feels like a slight suspension of disbelief, but also leaves the rest of the party free to do other things in their downtime.

Finally, consider adding your own activities. Consider whether the activity would benefit more from a slow, normal, or fast pace, and assign an activity as either disadvantage or impossible at other paces, and either a straight roll or advantage at the preferred pace. Activities that could be done trivially camping but require a check for doing it at a pace should be given advantage at a slow pace. Otherwise, they are likely a straight roll at their preferred pace.

Terrain

Terrain can, in many situations, significantly slow travel pace. A table is included that describes relevant changes.

Terrain Speed
Easy (open roads, fields) 100%
Mildly difficult (tall grasses, dense ferns, lightly forested regions) 75%
Difficult (Denser forests, rocky areas that involve climbing) 50%
Extremely difficult (Murky swamps, extremely dense forests, high altitude mountainous regions) 25%

The speed is given as a percentage of the original pace. For especially long journeys with only small amounts of difficult terrain, this is probably an unnecessary step that will only confuse your players. Use this rule optionally, and with care.

Mounts

Mounts, for most travelers, are important for traveling easily and safely. A mount is given a set of 3 basic stats, each involving the physicality of the mount. The three stats are Speed, Fortitude, and Dexterity. The Speed of a mount determines how quickly it travels unencumbered. The Fortitude of a mount determines its Constitution modifier, Strength modifier, and size class. The Dexterity of a mount primarily serves to determine how stealthy it is, but also how easily it traverses difficult terrain and how hard it is to hit. These scores are determined on a scale of 1-10. How the scores affect the horses stat block are below. Remember that a stat of 5-6 is considered an "average" stat for a horse. These stats will change for non-horse mounts, and will have to be manually adapted by the DM.

Speed Score Speed (ft)
1 35
2 40
3 45
4 50
5 55
Speed Score Speed (ft)
6 60
7 65
8 70
9 75
10 80
Fortitude Score Carry Weight (lb) Stat Changes
1 180 Con: 5 (-3). Medium size class. Str: 7 (-2). Hit die: d8.
2 210 Con: 7 (-2). Medium size class. Str: 9 (-1). Hit die: d8.
3 240 Con: 8 (-1). Medium size class. Str: 11 (+0). Hit die: d8.
4 420 Con: 10 (+0). Large size class. Str: 13 (+1). Hit die: d10.
5 480 Con: 12 (+1). Large size class. Str: 15 (+2). Hit die: d10.
6 510 Con: 13 (+1). Large size class. Str: 16 (+3). Hit die: d10.
7 570 Con: 15 (+2). Large size class. Str: 18 (+4). Hit die: d10.
8 830 Con: 17 (+3). Huge size class. Str: 20 (+5). Hit die: d12.
9 900 Con: 19 (+4). Huge size class. Str: 22 (+6). Hit die: d12.
10 1000 Con: 21 (+5). Huge size class. Str: 24 (+7). Hit die: d12.

For many travelers, Fortitude is the most important stat for a mount. Especially large party members, such as goliaths, may require a Huge size class horse (of Fortitude 8+) to avoid encumbering their mount. It's important to remember to account for the equipment weight when calculating whether a mount can carry a party member. A Wizard goliath may be able to comfortably fit on a Fortitude 5 horse, but an armored Fighter goliath may weigh too much for an average-sized horse.

Dexterity Score Stat changes
1 Dex: 5 (-3).
2 Dex: 7 (-2).
3 Dex: 8 (-1).
4 Dex: 9 (-1).
5 Dex: 10 (+0).
6 Dex: 12 (+1).
7 Dex: 14 (+2).
8 Dex: 17 (+3). Mildly difficult terrain is 100% speed, so on.
9 Dex: 19 (+4). Mildly difficult terrain is 100% speed, so on.
10 Dex: 21 (+5). Difficult terrain is 100% speed, so on.

Speed reductions go down in increments of 25%, down to a minimum of 0%. For mounts moving 0% speed, consider having them accidentally injure themselves attempting to traverse the dangerous terrain. Although this stat may seem useless at first, recall that it will directly affect the armor class of your mount - making it an easy target. For extremely undexterous mounts, consider barding (following the rules per the PHB)

Notes on Stats

The stats for a horse will follow from the Riding Horse stats in the Monster Manual. Change the statblock accordingly based on these modifiers on the tables above. If you have the time, feel free to give your player a custom statblock.

The stat spread for a given mount will change based on the quality of the mount. An average mount will have a stat spread of 15-18 between each stat – a superior mount will have a stat spread of 21-24 between each stat. This means although a horse may have a high Fortitude, it may be extremely undexterous.

If a horse is specially trained, it can also have proficiency in a skill. It can range anywhere from +2 to +6, varying from mild training to very high-quality training.

The Speed for a mount is specifically if it is carrying nothing. If it is carrying a load, the new speed is equal to the following formula: . Speed refers to the speed stat of the mount. Load is the weight the mount is carrying. Carry is the carrying capacity of the mount. This means, for an average horse carrying 300 pounds of both an adventurer and equipment, the horse will have a speed of around 40, or 32 miles per day at a normal pace. This rule may prove too complex for your group though - if so, use this formula: half the speed of the mount, rounded down to the nearest 5ft. Use that speed for all your calculations.

Appendix

Below are several mounted stat blocks. These are intended for DMs to quickly plug and play mounts. Many of these are derived from u/SamuraiNazoSan, as mentioned in the introduction. These are also useful to provide an idea of what different kinds of mount stat block should look like.


Riding Horse

Large, unaligned


  • Armor Class 10
  • Hit Points 13 (2d10+1)
  • Speed 60

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

  • Senses passive Perception 10
  • Challenge 1/4 (50 XP)
  • Fortitude 5, Speed 6, Dexterity 5

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (2d4+3) bludgeoning damage


Racing Horse

Large, unaligned


  • Armor Class 10
  • Hit Points 13 (2d10+1)
  • Speed 70

STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 11 (+0) 2 (-4) 11 (+0) 7 (-2)

  • Senses passive Perception 10
  • Challenge 1/4 (25 XP)
  • Fortitude 4, Speed 8, Dexterity 5

Actions

Hooves. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 6 (2d4+1) bludgeoning damage


War Horse

Huge, unaligned


  • Armor Class 9
  • Hit Points 16 (2d12+3)
  • Speed 60

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 17 (+3) 2 (-4) 11 (+0) 7 (-2)

  • Senses passive Perception 10
  • Challenge 1/2 (100 XP)
  • Fortitude 8, Speed 5, Dexterity 3

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d4+5) bludgeoning damage


Pony

Medium, unaligned


  • Armor Class 12
  • Hit Points 8 (2d8-1)
  • Speed 60

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 8 (-1) 2 (-4) 11 (+0) 7 (-2)

  • Senses passive Perception 10
  • Challenge 1/8 (50 XP)
  • Fortitude 3, Speed 6, Dexterity 7

Actions

Hooves. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 5 (2d4) bludgeoning damage

As a sidenote, keep in mind when creating your own creatures whether the mount will be broken or not. Typically, choose one defining trait of the mount (huge size, very dexterous, very fast, etc) and make that stat exceptional. Exceptional stats fall outside the normal range of stats, and tend to be from 8-10 or from 1-3. Otherwise, keep all of the stats within the normal range to avoid making a broken creature.

 

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