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                        Returning 35 results for 'travel of would what'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Also at rank 3, Head Office provides you with a travel alchemical kit—an uncommon magic item containing miniaturized versions of both Alchemist's Supplies;alchemist's supplies and a Poisoner's
                                                
                                            
                                                
                                                     kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your travel alchemical kit requires a successful DC 20 Intelligence (Investigation) or Wisdom (Insight) check.
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.
Get Away From It All. As an action, you can
                                                
                                            
                                                
                                                     cast the teleport spell. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.
Part of a Whole. While this component is not installed in the Orrery of the
                                                
                                            
                                        
                                                     Feats
                                                    D&D Free Rules (2024)
                                                    
                                                
                                            
                                                    Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
 Blink Steps. Immediately after
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Travel Drivers or crew hired to conduct passengers to their destinations charge the rates on the Travel table, plus any tolls or additional expenses.  Travel   Service Cost   Coach ride between towns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Travel Thanks to the industrious innovation of multiple dragonmarked houses and workshops full of magewrights, the people of Khorvaire can cross the continent in a week or less using magical means
                                                
                                            
                                                
                                                     related to travel in an Eberron campaign and presents the Gold Dragon Inns, a chain of hotels that offer consistent accommodation for travelers anywhere in Khorvaire. As described in chapter 5 of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Travel During an adventure, the characters might travel long distances on trips that could take hours or days. The DM can summarize this travel without calculating exact distances or travel times, or
                                                
                                            
                                                
                                                     the DM might have you use the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in this chapter. Marching Order
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Travel During an adventure, the characters might travel long distances on trips that could take hours or days. The DM can summarize this travel without calculating exact distances or travel times, or
                                                
                                            
                                                
                                                     the DM might have you use the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in this chapter. Marching Order
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Travel Drivers or crew hired to conduct passengers to their destinations charge the rates on the Travel table, plus any tolls or additional expenses.  Travel   Service Cost   Coach ride between towns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Travel The rules in the “Exploration” section in the Player’s Handbook cover the basics of travel on a scale ranging from minutes to days. The tools in this section can add excitement to a longer
                                                
                                            
                                                
                                                     trek. Journey Stages It can be helpful to break up a journey into stages, with each stage representing anything from a few hours’ journey to ten days or so of travel. A journey might have only a single
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Travel It can take a full tenday for a slow-moving group — say, a merchant caravan — to trudge from Red Larch to Triboar. The Dessarin River is an obstacle to any group without a boat, since no
                                                
                                            
                                                
                                                     crossing can be found between Ironford and the Stone Bridge. When the player characters set out to travel to another location, they either know how to get there or they don’t. All settlements are known
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Overland Travel Bryn Shander is connected to Easthaven by the Eastway, a snow-covered road. In addition, there are snowy paths to Caer-Dineval, Good Mead, Targos, and Termalaine. Travel times in the
                                                
                                            
                                                
                                                     Overland Travel from Bryn Shander table assume that characters are on foot; mounts and dogsleds can shorten these times by as much as 50 percent. Overland Travel from Bryn Shander    To Travel Time
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Overland Travel The Eastway stretches between Easthaven and Bryn Shander. Snow-covered paths branching off this road lead to Caer-Dineval and Good Mead. Travel times in the Overland Travel from
                                                
                                            
                                                
                                                     Easthaven table assume that characters are on foot; mounts and dogsleds can shorten these times by as much as 50 percent. Overland Travel from Easthaven    To Travel Time 
     Bryn Shander  7½ hours 
   Caer-Dineval  9 hours 
   Good Mead  4½ hours
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Overland Travel A snow-covered path connects Targos to Bryn Shander. A similar path sweeps around the east side of Maer Dualdon and leads to Termalaine. Travel times in the Overland Travel from
                                                
                                            
                                                
                                                     that once led to it. Overland Travel from Targos    To Travel Time 
     Bremen (no trail)  3 hours 
   Bryn Shander  2 hours 
   Termalaine  4 hours
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Planar Travel When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete
                                                
                                            
                                                
                                                     of song and story for years to come. Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal. Spells. A number of spells allow
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Overland Travel A three-mile-long snow-covered path connects Lonelywood to Termalaine. Characters on foot can walk this path in 2 hours; mounts and dogsleds can shorten this time by as much as 50 percent.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Overland Travel A three-mile-long, snow-covered path links Caer-Konig to the neighboring town of Caer-Dineval. Characters on foot can walk this path in 2 hours; mounts and dogsleds can shorten this time by as much as 50 percent.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Overland Travel A six-mile-long, snow-covered path connects Dougan’s Hole to the neighboring town of Good Mead. Characters on foot can walk this path in 4 hours; mounts and dogsleds can shorten this time by as much as 50 percent.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Overland Travel A path connects Good Mead to the Eastway, crosses the snow-covered road, and continues to Caer-Dineval. Another snowy path leads to Dougan’s Hole. Travel times in the Overland Travel
                                                
                                            
                                                
                                                     from Good Mead table assume that characters are on foot; mounts and dogsleds can shorten these times by as much as 50 percent. Overland Travel from Good Mead    To Travel Time 
     Bryn Shander  6 hours 
   Caer-Dineval  8 hours 
   Dougan’s Hole  4 hours 
   Easthaven  4½ hours
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Overland Travel Heavy snow has obliterated a trail that once guided travelers to Targos. Adventurers determined to make the journey on foot can reach Targos in 2 hours. Using mounts or dogsleds can reduce this travel time by as much as 50 percent.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Travel Planner  Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Travel Pace A group of characters can travel overland at a Normal, Fast, or Slow pace, as described in the “Playing the Game”. During any journey stage, the predominant terrain determines the
                                                
                                            
                                                
                                                     characters’ maximum travel pace, as shown in the Maximum Pace column of the Travel Terrain table. Certain factors can affect a group’s travel pace.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Airship Travel The Travel Distances in Miles table shows the distances between the various Uthgardt spirit mounds as the crow flies. Use it to track the party’s airship travel, remembering that the
                                                
                                            
                                                
                                                     vessel’s speed is 8 miles per hour, not accounting for strong headwinds or tailwinds (see the “Airship Description” section).  Travel Distances in Miles   From/To
 Eye
 BW
 FR
 GT
 GW
 MM
 OS
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Overland Travel A snow-covered path leads from Caer-Dineval to the Eastway. Other paths lead to Caer-Konig and Good Mead. Travel times in the Overland Travel from Caer-Dineval table assume that
                                                
                                            
                                                
                                                     characters are on foot; mounts and dogsleds can shorten these times by as much as 50 percent. Overland Travel from Caer-Dineval    To Travel Time 
     Bryn Shander  10½ hours 
   Caer-Konig  2 hours 
   Easthaven  9 hours 
   Good Mead  8 hours
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Travel Pace Ships travel at a speed given in their stat blocks. Unlike with land travel, ships can’t choose to move at a faster pace, though they can choose to go slower. If a ship’s mode of movement
                                                
                                            
                                                
                                                     takes damage, it might be slowed. For every decrease of 10 feet in speed, reduce the ship’s travel pace by 1 mile per hour and 24 miles per day.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Travel Pace Travel pace in the Underdark is significantly slower than for overland travel. Not only are the tunnels and passages often difficult terrain with uneven surfaces, but routes in the
                                                
                                            
                                                
                                                    ) move at their normal burrowing speed, but this isn’t likely an option for the party. Underdark Travel Pace  Pace Miles Per Day Effect   Fast 8 −5 penalty to passive Wisdom (Perception) scores; no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Planar Travel When adventurers travel to other planes of existence, they undertake a legendary journey in which they might face supernatural guardians and undergo many ordeals. The nature of that
                                                
                                            
                                                
                                                     journey and the trials along the way depend in part on the means of travel, such as magical portals or spells.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Travel Pace The pace of Underdark travel remains as outlined in chapter 2, and the characters move no slower for traveling with a larger party. Although a portion of the expeditionary force might be
                                                
                                            
                                                
                                                     mounted on giant lizards, the lizards travel at the pace of the rest of the party unless they move out ahead. As noted in chapter 2, a fast pace makes it harder for characters to spot ambushers or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Travel Distances On the map of Chult, each hex measures 10 miles across. Characters moving at a normal pace can travel 1 hex per day on foot through coastal, jungle, mountain, swamp, or wasteland
                                                
                                            
                                                
                                                     terrain. They can travel 2 hexes per day if they’re traveling by canoe on a river or lake. The rate of travel up or down river is the same; the rivers are so sluggish that current is almost imperceptible
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Overland Travel Snow-covered paths connect Termalaine to Lonelywood and Targos, its closest neighbors. Travel times in the Overland Travel from Termalaine table assume that characters are on foot
                                                
                                            
                                                
                                                    ; mounts and dogsleds can shorten these times by as much as 50 percent. Overland Travel from Termalaine    To Travel Time 
     Lonelywood  2 hours 
   Targos  4 hours
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Planar Travel When adventurers travel to other planes of existence, they undertake a legendary journey that might force them to face supernatural guardians and undergo various ordeals. The nature of
                                                
                                            
                                                
                                                     that journey and the trials along the way depend in part on the means of travel, and whether the adventurers find a magic portal or use a spell to carry them.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Extended Travel Characters can push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, each character must succeed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Underdark Travel The Underdark is a vast network of caverns, tunnels, vaults, and passages stretching from one end of Faerûn to the other. Its physical features are even more varied than those of the
                                                
                                            
                                                
                                                     surface world. Subterranean rivers, fungus fields, deep gorges, underground cities, yawning chasms — the adventurers will have to deal with all these features and more. Much of the party’s travel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Overland Travel Once they reach the surface, the characters must still travel some distance to reach civilization. Most of the tunnels that connect to the Underdark in this region lie in or near the
                                                
                                            
                                                
                                                     Evermoors or the Lurkwood — wild regions filled with ruins and monsters. You can choose to narrate as much of the party’s overland travel as you wish, setting up encounters en route. If Eldeth is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Planar Travel When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete
                                                
                                            
                                                
                                                     of song and story for years to come. Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal. Spells. A number of spells allow
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Travel Planner  Downloadable PDF
                                                
                                            
                                        






