Hexcrawl Procedure
Each day of a hexcrawl splits exploration into two main phases (Day and Night) with two transition phases (Dawn and Dusk).
Dawn
At dawn, the party will make breakfast, plan their travel route, and break camp. This takes two hours.
Day
During the day, the party will attempt to navigate the terrain as they travel through it. They can travel for 8 hours in a day before they will need to press on to cover more ground.
Dusk
At dusk, the party will pitch camp and eat their evening meal. It is at this point that the party will need to mark off rations. This takes 2 hours.
Night
At night, the party will rest and keep watch for creatures that hunt during under the cover of darkness. This takes 8 hours.
Other Activities
The party will have 4 extra hours of time during the day, which they can spend when they want. This can be used for foraging, hunting, dungeoneering, or whatever else the party can think of to get up to.
The Exploration Day
| Dawn | Day | Dusk | Night |
|---|---|---|---|
| Breakfast | Travel | Pitch Camp | Resting |
| Plan Travel | Navigate | Evening Meal | Keeping Watch |
| Break Camp | Forage | - | - |
Travel Pace
The distance that can be travelled is dependent on the pace chosen to travel at. Depending on the pace chosen, characters gain a certain amount of movement for the day. Each movement is worth 6 miles of travelling in easy terrain, but more movement will be required to move through 6 miles of more difficult terrain.
| Travel Pace | Movement |
|---|---|
| Slow | 3 |
| Normal | 4 |
| Fast | 5 |
Terrain
Each 6-mile hex is assigned a terrain type, which will affect travel speed. Each hex requires a certain amount of movement to travel through.
| Terrain Example | Movement Required |
|---|---|
| Plains | 1 |
| Forest | 2 |
| Mountains | 3 |
Resting
Short Rests
Short rests function exactly the same as ordinary short rests. There are no changes.
Secure Long Rests
A secure long rest can only occur when taken in a safe haven. A safe haven is a safe location that you can rest without fear of danger or interruption. Spending the night in a Leomund's Tiny Hut does not make an environment safe enough to take a secure long rest. A spellcaster that prepares spells can prepare them as normal at the end of a secure long rest.
Unsecure Long Rests
An unsecure long rest is resting for 8 hours as per a normal long rest in a location that does not guarantee safety, such as the wilderness, a cavern, or a dungeon. When a character completes a long rest in an unsafe location, you gain the following benefits:
- You regain any resources that you would regain as part of a short rest.
- You regain half of your hit dice.
- You regain a number of hit points equal to half your hit point maximum. You can expend hit dice as you would during a short rest to increase this amount, including hit dice recovered during the current long rest.
- You regain a number of Focus points equal to half of your maximum.
- If you are a bard, cleric, druid, occultist, sorcerer or wizard, you can regain spell slots with a combined level that is equal to or less than half of your spellcaster level (rounded up), and none of the spell slots can be 6th level or higher.
- If you are an artificer, inventor, paladin, ranger, or runewielder, you can regain spell slots with a combined level that is equal to or less than one third of your spellcaster level (rounded up).
- If you are an eldritch knight or arcane trickster, you can regain spell slots with a combined level that is equal to or less than one quarter of your spellcaster level (rounded up).
- If you have a resource that you have multiple uses of that is restored at the end of a long rest such as a barbarian's rage feature or a bard's bardic inspiration feature, you regain expended uses of that resource up to half of the total amount of that resource that you can have.
- If you have a resource that is once per long rest such as a half orc's relentless endurance feature or a tiefling's infernal legacy feature, you can choose to regain that resource when you complete an unsecure long rest. Once you do so, you cannot do so again until you complete a secure long rest.
- If you are a spellblade, any Aegis you have expent spell slots on lasts until a sanctuary long rest. You can choose to reallocate your aegises that you have expent spell slots on at the end of an unsecure long rest.
Additionally, a caster that prepares spells can reprepare a number of spells equal to their proficiency bonus at the end of an unsecure long rest.
Harvesting
Basic Harvesting (Meat)
Beasts, Dragons, and Monstrosities can be harvested using Wisdom (Survival) for meat and hides. At a GM’s discretion, a Plant type creature can be harvested for food using the same DC and amount, but providing common fresh ingredients instead of meat. Basic Harvesting takes 10 minutes. At your GM’s discretion, it may take longer for larger creatures.
Exotic Harvesting (Not Meat)
Applicable Targets: Aberration, Constructs, Dragons, Monstrosities, Plants, Some Undead
A random roll is performed to judge what can be harvested from the monster. For Dragons, Giants, and Monstrosities, a Wisdom (Medicine) check is required to harvest the material without destroying it, for Aberrations and Constructs, an Intelligence (Arcana) check is required, and for Plants an Intelligence (Nature) check is required. Exotic Harvesting takes 10 minutes. At your GM’s discretion, it may take longer for larger creatures.
If a beast is sufficiently magical, poisonous, or venomous, a GM can opt to use the Dragon & Monstrosity table for exotic harvesting, but this should be rare; even a poisonous beast is usually too mundane for the magical properties of harvested materials, and a beast should always be rolled on the 0–4 CR table regardess of its CR.
At a GM’s discretion, some Undead may be harvested as well if there is something that would make sense for them to provide in this manner, in which case they would use an Intelligence (Arcana) check. Undead are less likely to provide anything of use, simply having a rare chance of providing arcane essences, though some would consider the use of these essences evil.
Double Harvesting
If a monster is applicable for both basic harvesting and exotic harvesting, you can perform both, but the second check has disadvantage on the roll to gather materials.
Exotic Remnants
Applicable Targets: Celestials, Elementals, Fiends, Some Undead
Some creatures typically do not leave behind corpses. While these most often disappear without a trace, sometimes they will leave behind a fragment of the magical forces that powered them as a remnant, in the form of a reagent or essence. These are less likely to result in a crafting item, but don’t require any check to gather it successfully. Gathering remnants is simple to do, and requires only 1 minute.
Camp Actions
Camp Actions are things you can do during a long rest that make the most of your time—while adventurers need their beauty sleep (well, most of them), there’s always a few spare hours during a Long Rest you can spend in one of the following ways to better prepare yourself for the harrowing times to come.
A long rest is 8 hours long, and most adventurers need 6 hours of sleep. This leaves 2 hours of light activity in which to take a camp action from the following list.
Take a Watch
Adventuring is dangerous, and adventurers often decide to long rest in strange place - it’s often best to set a watch.
Craft
An adventurer that takes this action can make 2 hours of progress toward Crafting during a long rest. This progress is made at the end of the long rest. In order to take this action, the adventurer must have the related crafting tools on hand. Requires a campfire, and any Perception checks during this time are made with disadvantage.
Cook
A special form of the crafting Camp Action that can be taken with cook’s utensils. A hearty meal sits better than any trail rations... even when it is cooked from the simplest of ingredients. You and all willing creatures (willing to eat your cooking) regain an additional Hit Die from the long rest when it is finished.
If you have proficiency with cook’s utensils, creatures regain additional Hit Dice equal to your proficiency bonus.
Requires a campfire, and any Wisdom (Perception) checks during this time are made with disadvantage.
Slumber
Sometimes a hard day of adventuring deserves a little extra shut eye. Taking this Camp Action is more akin to a camp inaction, and you get the full recommended 8 hours of sleep. During this deep slumber, automatically fail Wisdom (Perception) checks and your passive Perception is 0, however you reduce any levels of Exhaustion by 2 and awake with 1 inspiration.
Task
Sometimes you will have a task that requires your time, but doesn’t fit into the above options. For example, copying spells to your spell book as a wizard. When engaging in such a task, you can replace your Camp Action with making 2 hours of progress toward that task.
May require a campfire, and any Perception checks during this time are made with disadvantage.
Prepare
The life of an adventure has many challenges and it is only natural a cautious adventurer would want to prepare for them. Select one ability score to prepare for the upcoming day and perform 2 hours of an activity that hones it for the challenges ahead (you could prepare Strength or Dexterity through exercises, Intelligence through studying, Wisdom through meditation, etc).
After you finish the long rest, you gain a Preparation die, a d6. When you make an ability check related to your chosen ability score, you can choose to roll the Preparation die and add it to the result of the check. You can choose to do so after you have rolled the ability check, but before you find out the result of the roll.
Modify Weapon
Every adventure has slightly different preferences in their gear, and your skills allow you make slight modifications to nonmagical weapons made of metal. These modifications take 2 hours, require a heat source, the expenditure of 5gp of materials, and require you to pass a DC 14 blacksmithing tool’s check (on failure, the weapon is damaged and has a −1 penalty to its attack rolls until fixed). You can perform one of the following modifications:
- You can weight a weapon, giving it the heavy property. If it did not already have the two-handed property, it gains the two-handed property.
- You can remove the heavy property from a weapon, reducing its damage dice by d2.
- You can add the light property to a weapon without the heavy property, reducing its damage dice by d2.
- You can silver the weapon (requires 5 silver scraps, doubled for two handed weapons).
Modify Armour
While the field crafting of armor is often not possible, you can make smaller adjustments on the go. Over the course of 2 hours, you can expend 5gp worth of materials to turn a set of plate mail into a half plate or a breastplate, or refit a set of heavy or medium armor to fit another user that is equal in size or smaller than the original user
Maintain Gear
One of the perks of having a blacksmith in the field is their ability to keep gear in its best condition, giving you an edge (sometimes literally) in the quality of your gear and weapons. Over the course of 2 hours and by expending 5gp worth of materials, a Blacksmith can maintain a number of weapons or sets of armor equal to their proficiency bonus, granting each weapon or armor maintained a special d6 Quality Die.
For a weapon, this can be rolled and added to an attack or damage roll, representing a case where the perfect state of the gear turned a miss into a hit or dealt a bit of extra damage. For a set of armor, the die can be rolled when hit by an attack, and the damage taken from that attack can be reduced by that amount.
Rolling this die doesn’t require an action, but once rolled it is spent and can’t be regained until the blacksmith maintains that armor or weapon again.
Repair Gear
Sometimes in the course of adventuring, weapons or armor will become severely damaged. Over the course of 2 hours, you can expend 5gp worth of materials to repair this damage, though at the discretion of the GM you may need other materials to perform this task if it is heavily damaged. Weapons that are entirely broken (such as a snapped sword) are generally beyond simple repair.