D&D5e: Time & Travel

TIME

* One round equals about 6 seconds.
* One minute equals 10 rounds.
* A short rest equals 1 hour.
* A long rest equals 8 hours.

TRAVEL PACE (8 hours moving over long distances)

* Fast pace: 400 feet per minute, 4 miles per hour, 30 miles per day; -5 penalty to passive Wisdom (Perception) scores.
* Normal pace: 300 feet per minute, 3 miles per hour, 24 miles per day.
* Slow pace: 200 feet per minute, 2 miles per hour, 18 miles per day; able to use stealth.
* Difficult Terrain: Reduce listed distances by half in dense forests, deep swamps, rubble-filled ruins, steep mountains, ice-covered ground, etc.
* Forced March: Constitution saving throw DC 10 + 1 per hour after 8 hours to avoid gaining level of exhaustion.
* Mounted Gallop: Double travel distance for one hour, or more if fresh mounts available every 10 miles.

Waterborne Vehicles (may travel 24 hours a day)…
* Galley: 4 miles per hour, 96 miles per day
* Keelboat: 1 miles per hour, 24 miles per day
* Longship: 3 miles per hour, 72 miles per day
* Rowboat: 1.5 miles per hour, 36 miles per day
* Sailing ship: 2 miles per hour, 48 miles per day
* Warship: 2.5 miles per hour, 60 miles per day

House Rules On Travel

BY LAND
* Gallop: 800 ft. per minute, 8 miles per hour (max. 1 hour)
* Fast: 400 ft. per minute, 4 miles per hour, 30 miles per day
* Normal: 300 ft. per minute, 3 miles per hour, 24 miles per day
* Slow: 200 ft. per minute, 2 miles per hour, 18 miles per day

BY LAND
* Adventurer on foot … 3 miles per hour
* Pony, mule … 4 miles per hour
* Elephant, mammoth … 4 miles per hour
* Warhorse (heavy horse) … 5 miles per hour
* Riding horse (light horse) … 6 miles per hour
* Modern tank (M1 Abrams) … 45 miles per hour
* Modern automobile (varies) … 55 miles per hour

BY SEA
* Keelboat (river cargo boat/yacht) … 1 miles per hour
* Rowboat … 1.5 miles per hour
* Sailing Ship … 2 miles per hour
* Warship … 2.5 miles per hour
* Longship … 3 miles per hour
* Galley … 4 miles per hour

BY AIR
* Broom Of Flying … 5 miles per hour (under 200 lbs.), 3 miles per hour (200 to 400 lbs.)
* Carpet Of Flying (6 ft. x 9 ft.) … 3 miles per hour (up to 800 lbs.), 1 miles per hour (more than 800 lbs.)
* Carpet Of Flying (5 ft. x 7 ft.) … 4 miles per hour (up to 600 lbs.), 2 miles per hour (more than 600 lbs.)
* Carpet Of Flying (4 ft. x 6 ft.) … 6 miles per hour (up to 400 lbs.), 3 miles per hour (more than 400 lbs.)
* Giant Bat (small rider only) … 6 miles per hour
* Giant Vulture … 6 miles per hour
* Hippogriff … 6 miles per hour
* Carpet Of Flying (3 ft. x 5 ft.) … 8 miles per hour (up to 200 lbs.), 4 miles per hour (more than 200 lbs.)
* Dragon (adult or older) … 8 miles per hour
* Giant Eagle … 8 miles per hour
* Griffon … 8 miles per hour
* Wyvern … 8 miles per hour
* Nightmare … 9 miles per hour
* Pegasus … 9 miles per hour
* Roc … 12 miles per hour
* Modern Helicopter (Bell Jet Ranger) … 100 miles per hour
* Modern Propeller Aircraft (Cessna 172) … 150 miles per hour
* Modern Airliner (Boeing 747) … 560 miles per hour

PACE OPTIONS (for people and creatures, not magic items or ships)
* Fastest Possible: Increase speed by 100% (double) for one hour, then need to rest.
* Faster Than Normal: Increase speed by 50% but suffer -5 penalty to passive Wisdom (Perception) scores.
* Slower Than Normal: Reduce speed by 33% but able to use stealth while travelling.

FORCED MARCH
Pace assumes travel up to 8 hours a day for creatures under their own power. For each additional hour of travel beyond 8 hours, make a Constitution saving throw at the end of the hour. The DC is 10 +1 for each hour past 8 hours (DC 11 after 9th hour, DC 12 after 10th hour, and so forth). On a failed saving throw, creature suffers one level of exhaustion. This rule only applies to creatures; ships may travel continously for 24 hours a day. Magic item may or may not operate for 24 hours, depending on concentration required to control the item.