Exploration

The culmination of many great stories is tracking down the prize, unearthing the secret, or locating the unknown. Exploration is key to every adventure.
QUICKLINKS
Perils & Conditions
Exploration comes with risks beyond those of the monsters trying to eat you. As a hero, you may expect to face dangerous terrain that must be crossed, traps that must be overcome, and strange environs that must be survived. Some of the perils you may face and the conditions they may afflict are described here.
Blindness
Blindness
Blindness represents an inability to visually perceive. While blind, you suffer the following effects.
  • You cannot see.
  • You cannot take actions that require sight, such as tracking.
  • Your attempts that utilize sight, such as movement skills, perception attempts, and defenses, suffer disadvantage and unreliability.
  • You cannot target creatures or objects to interact with them, unless you possess another precise means by which you can locate them, such as with blindsense, tremorsense, or infravision.
  • When you target an adjacent space (or a space at a distance if you have means of targeting it) for an attempt, such as attacking that space with a weapon, you suffer disadvantage and unreliability on the attempt. If this attempt would reveal the absence or presence of something in the space, your DM will make the attempt for you.
  • Cover
    Cover
    When a barrier exists between you and something you intend to interact with, the target of your interaction has cover. If only half or more of the target is blocked from your interaction, it has cover. For example, a knight looking out a castle window would have cover from your longbow attack. If all of your target is behind a barrier, it has total cover. A street urchin that has stepped inside a shop and closed the door behind him has total cover from your pickpocket attempt.
  • If your target has cover from you, you have disadvantage on any interaction that can be hindered or blocked by line of sight.
  • If your target has total cover from you, you usually cannot see it, and interactions that can be blocked by line of sight are blocked.
  • A creature can provide cover to anything behind it.
  • Concealment
    Concealment
    If a visibility issue exists between you and something you intend to interact with, the target of your interaction has concealment. Concealment often occurs in areas of dim light or fog. In example, a vampire on the other side of a mist-cloaked graveyard would have concealment. If some effect blocks visibility altogether, your target has total concealment. A hippogriff flying on the far side of a smoke plume from a massive tavern fire has total concealment.
  • If your target has concealment from you, you have disadvantage on any interaction that sight affects.
  • If your target has total concealment from you, you cannot see it, and interactions that require site are usually ineffective.
  • When something has total concealment from you, you can target a space you think it is in for some attempts, though you are treated as blind when doing so.
  • Dazed
    Dazed
    When a trauma sets your head spinning, you are dazed. If you are dazed, you cannot act if it is not your turn and can only do one thing on your turn— either move, take an action, or do one thing as part of your turn, such as dropping your sword.
    Deafness
    Deafness
    When something prevents you from being able to hear, you are deafened. While deafened, you suffer from the following effects.
  • You cannot hear.
  • You have disadvantage on defenses against multiple attacks.
  • You have disadvantage on arcane defense and divine defense attempts.
  • You must succeed on a Constitution (Endurance) check to cast a spell with a verbal component
  • You must succeed on a Perform attempt to use bardic music and must succeed on such an attempt at the start of each of your turns to maintain bardic music.
  • You cannot use countersong.
  • Enraged
    Enraged
    Certain features, magical effects, poisons, and diseases are capable of driving you into a mindless rage. When you become enraged, something in you snaps and you are consumed by reckless ferocity. Enraged conditions usually end if you fall unconscious. While enraged, you experience the following effects.
  • When first enraged, you gain temporary hit points equal to half your maximum, which last until the enraged condition ends.
  • Your maximum hit points increase by half their maximum
  • You gain advantage on non-finesse melee attacks, martial maneuvers, Endurance and Strength attempts, and defenses against mind-affecting attacks other than enrage effects.
  • You cannot concentrate, cast spells, or use arcane defense or divine defense.
  • You must use your actions to make attempts this condition grants you advantage on or move toward an enemy.
  • You suffer disadvantage on dodge and parry attempts and cannot use arcane defense or divine defense.
  • If you are reduced to 0 or fewer hit points, you die
  • Falling
    Falling
    Adventuring through forgotten catacombs, up mountain passes, or into crumbling ruins often carries the risk of a fall. When you fall onto an unforgiving surface, you take 1d6 points of bludgeoning damage for each 10’ you fall. If suffer damage in a fall, you are left prone.
    Fatigue
    Fatigue
    Sustaining taxing activities for long periods can be draining, as can exposure to the elements and lack of food, water, or sleep.
    If you undergo intense activity such as sprinting or swimming in a storm for a number of rounds exceeding your Constitution score, your DM may ask you to make a Constitution/Wisdom (Endurance) check. On a critical success, you automatically succeed on your next fatigue check. On a major, you gain a +1 rank bonus on your next fatigue check. On a limited, you suffer fatigue but gain a +1 rank bonus on your next fatigue check. On a critical failure, you suffer two fatigue stacks. Fatigue from exertion ends after getting a good night's rest.
    If you are exposed to adverse elements or do not eat or rest for a day, at the start of the next day (unless you eat, rest, or fully escape those elements) you must make a fatigue check. If you go without water for a day (or half a day in adverse elements), you automatically suffer fatigue. Fatigue from hunger, elements, or dehydration can only be relieved by appropriately countering the effect.
  • While fatigued, you suffer a -1 rank penalty to all attempts.
  • Fatigue can affect you multiple times. Its effects stack.
  • If fatigue reduces your Constitution rank below Doomed, you die.
  • Helplessness
    Helplessness
    In dire situations, you may find yourself, completely immobilized, paralyzed, or even unconscious. While helpless, you suffer the following effects.
  • You cannot defend yourself.
  • Attacks against you will usually be rolled by your DM.
  • Effects that impact the area you are in will usually automatically succeed against you.
  • Attacks that target you specifically have advantage and reliability.
  • As a full-round action, a creature can concentrate on an attack against you to execute a coup de grace, treating their attack as if it were made with a roll of 20, or causing it to deal their maximum hit points in damage.
  • Higher Ground
    Higher Ground
    Whenever you find yourself interacting with a creature from an elevation of half their height or higher, you gain a +1 rank bonus on attacks and defenses, except with Trip attempts.
    Invisibility
    Invisibility
    Certain spells and supernatural abilities can render a creature or object invisible. When interacting with something invisible, you consider yourself blind to it.
    Muteness
    Muteness
    When you are gagged, under the effects of a silence spell, or otherwise rendered unable voiceless, you are mute. While mute, you suffer the following effects.
  • You cannot speak.
  • You cannot cast spells with verbal components, use voice-based bardic music, or voice-based countersong.
  • Paralysis
    Paralysis
    Certain creatures, poisons, and spells are capable of inflicting paralysis. While paralyzed, you suffer the following effects.
  • You cannot move, speak, or take any action except attempts to end paralysis effects.
  • You are helpless.
  • Polymorphed
    Polymorphed
    When a powerful magic effect alters your body to the physical form of another creature, you are polymorphed. When polymorphed, you experience the following effects.
  • You use the speed, movement types, and hit points of the new form.
  • You use the Strength, Dexterity, and Constitution scores of the new form.
  • You lose the physical features of your old form.
  • You gain the physical features of the new form, such as a prehensile tail, claw attacks, or breath weapon.
  • You become constrained by the physical limitations of the new form, such as the inability to speak, manipulate objects, or utilize physical features you had in your previous form.
  • Prone
    Prone
    Sometimes a slip, fall, attack, or dive out of the way of danger will leave you prone. When you are prone, you are not standing and experience the following effects.
  • You must crawl to move.
  • Creatures can move through your space.
  • You suffer disadvantage on attacks with non-mechanical weapons.
  • Ranged attacks from adjacent creatures and melee attacks against you gain advantage.
  • Ranged attacks made against you by non-adjacent creatures suffer disadvantage.You can end a prone condition by standing up.
  • Silenced
    Silenced
    Certain spells and powers are capable of rendering you unable to make a sound. While silenced, you experience the following effects.
  • You are mute.
  • Your actions produce no sounds.
  • You gain reliability on stealth attempts.
  • Slowed
    Slowed
    Certain poisons, spells, and arrows to the knee can make it difficult to move. While slowed, you halve your speed for all movement forms you possess except teleportation.
    Stunned
    Stunned
    Sometimes an attack, spell, or revelation will cause you enough trauma to leave you stunned. While stunned, you suffer the following effects.
  • You cannot take any actions except attempts to end stun effects.
  • You suffer disadvantage on all defense attempts.
  • Suffocating
    Suffocating
    A danger of swimming, entering areas without a breathable atmosphere, or contests involving holding your breath, is suffocation. While engaged in any physical activity, you can go without breathing a number of rounds equal to your Constitution score. At the end of every round after that point, you must succeed on a Constitution/Wisdom (Endurance) check or lose a hero's surge. On a critical success, you automatically succeed on your next suffocation check. On a major, you gain a +1 rank bonus on your next suffocation check. On a limited, you suffer fatigue but gain a +1 rank bonus on your next suffocation check. On a critical failure, you lose two hero's surges.
    If you are not physically active while unable to breathe, you can last twice as many rounds before facing suffocation, and only need to make a check at the end of every other round after that point.
    Unconciousness
    Unconciousness
    Spells, powerful blows to the head, and sleep can leave you in an unconscious state. While unconscious, you suffer the following effects.
  • You cannot take any actions except attempts to end unconsciousness effects.
  • You are unaware of what is taking place around you.
  • You are helpless.

  • COMMON ACTIVITIES
    Throughout the adventuring day, you may undertake different explorative activities. Some common ones are outlined here.
    Barricading
    You can make an Engineering attempt to barricade a door, portal, or other 5' wide area with 1 minute of work, provided you have the items to do so. You do so at Disadvantage if you attempt to do so in 5 rounds, or Disadvantage and Unreliability if you attempt to do so as a Full-Round Action. Having a hammer and piton or similar equipment grants you reliability when barricading a functional door.
    Critical Success on a 20: Successfully barricade in one action, or require two critical successes to break through.
    Critical Success: Successfully barricade in a Full-Round Action or require a critical success to break through.
    Major Success: Complete in 5 rounds or require a major success to break through.
    Limited Success: Reduce the time for your next attempt by ½.
    Clearing a Barricade
    Making an Engineering attempt to clear a 5' barricade, such as loose building rubble, a pile of furniture, or a hill giant's body takes 1 minute. If the barricade is stone or a similarly difficult barrier to clear, this time increases to 1 hour.
    Critical Success on a 20: Successfully clear in one action.
    Critical Success: Successfully clear in a Full-Round Action.
    Major Success: Successfully clear in 5 rounds.
    Limited Success: Reduce the time for your next attempt by ½.
    Escaping Bonds
    To escape bonds, you must first have some means to do so, such as the Sleight of Hand skill, a sharp object to rub a rope against, or something relatively unbreakable to bash against a chain. A normal success with a Sleight of Hand or Engineering attempt against rope takes 10 minutes. You can attempt to escape in 5 minutes at Disadvantage or as a Full-Round Action with Disadvantage and Unreliability. Engineering attempts to escape metal bonds change the timeframe from minutes to days. If you fail an escape check, you usually are unable to try again without a change in the situation.
    Critical Success on a 20: Successfully escape in a Full-Round Action, or fully escape something that requires critical success (such as a manacle) to escape.
    Critical Success: Successfully escape in one minute or escape something requiring a critical success to escape.
    Major Success: Successfully escape in 5 minutes or escape something requiring a major success to escape.
    Limited Success: You can try again under a normal timeframe.
    Investigation
    Investigating a room, including turning it over for secrets and loot, usually takes about 10 minutes. You can make your Perception attempt to do so in 5 minutes with Disadvantage, or 1 minute with Disadvantage and Unreliability.
    Critical Success on a 20: Locate the most important item in the room in a Full-Round Action, or uncover all secrets the room holds in 5 minutes.
    Critical Success: Locate a clue or item in 1 minute, or locate everything the room hides.
    Major Success: Locate a clue or item in 5 minutes, or locate everything in the room requiring a major success to find.
    Limited Success: Get the impression that you did not find something if there is something to be found.
    Picking a Lock
    A normal Sleight of Hand attempt to pick a lock takes 1 minute. You can attempt to pick a lock in five rounds with Disadvantage or as a Full-Round Action with Disadvantage and Unreliability. If you fail a pick locks attempt, you are usually unable to try again without a change in the situation.
    Critical Success on a 20: Pick the lock in one action, or pick a lock requiring multiple successes or critical success.
    Critical Success: Pick the lock in a Full-Round Action, succeed on two parts of a multi-stage lock, or one part of a lock requiring critical success.
    Major Success: Pick the lock in 5 rounds or pick a lock requiring major success.
    Limited Success: You can try again under a normal timeframe.
    Hunting & Foraging
    Hunting can vary based on the time it takes to find the right location and reap your reward. Normally hunting or foraging with a successful Survival check to meet one person's needs takes 3 hours.
    Critical Success on a 20: Succeed in one minute, gather twice as many resources as you require, or gather an additional unexpected resource.
    Critical Success: Succeed in one hour, gather a resource that requires critical success to gather, or gather as many resources as you require.
    Major Success: Succeed in two hours, gather a resource that requires major success to gather, or gather twice as many resources as normal.
    Limited Success: Reduce the time for your next attempt by ½.
    Research
    When you don't know something immediately and have access to a library or other resource that would allow you to investigate, you make an appropriate knowledge attempt. Depending on the nature of the knowledge, getting answers may take a day, week, or month. If you fail a research check, you are usually unable to try again without a change in situation.
    Critical Success on a 20: You find your answer in one minute.
    Critical Success: You find your answer in the next-shortest time increment, such as an hour, day, or week.
    Major Success: You find your answer in half the normal period.
    Limited Success: You can try again.
    Rope Use
    When you need to secure a knot, piton rope to allow someone else to climb, or bind a creature, it takes 1 minute to make your Engineering attempt. You can attempt to tie a rope in five rounds with Disadvantage or as a Full-Round Action with Disadvantage and Unreliability. Depending on the situation, your DM may make your rope use attempt for you.
    Critical Success on a 20: Tie the rope in one action, tie a rope that can be undone in one action, or tie a binding that is impossible to escape.
    Critical Success: Tie the rope in a Full-Round Action, tie a rope that can be undone in a Full-Round Action, or tie a binding that requires critical success to escape.
    Major Success: Tie the rope in 5 rounds or tie a binding that requires major success to escape.
    Limited Success: Know that the knot you tied won't hold or make your next attempt in ½ the time.


    Movement

    You may be the most heroic hero in the world, but if you cannot get to the adventure, it will be difficult to make a difference. Movement is a major component of exploration. Having swiftness and flexibility in your movement is key to becoming a great adventurer.
    SPEED
    Your swiftness in most forms of movement is based on your speed. Your speed is provided by your race and modified by certain classes, items, and encumbrance.
  • When you move as an action, you can travel a number of feet equal to your speed.
  • When you move for a minute, you can cover a number of feet equal to 10x your speed.
  • When you move for a day, you can cover a number of miles equal to your speed.
    TRAVEL
    On a road, you can travel a number of miles per day equal to your speed. However, traveling off the beaten path results in your movement being Hindered. Traveling while tracking, moving stealthily, or engaging in other forms of focused activity result in your movement being Hindered as well.
  • OTHER TYPES OF MOVEMENT
    Striding from one hamlet to another can get you to the adventure, but once you enter the bowels of Mount Baphomet, other obstacles will likely stand in your way. Movement types outside of walking are defined below and they consume your speed. If you have a speed of 30' and spend 10' of your move action climbing a ladder to a loft, you can only move 20' more on that move action in the loft.
    Balancing
    Balancing
    Moving across a precarious surface or along a narrow ledge requires balance. Balancing hinders your movement. When balancing across something where you risk a fall, you must make a Dexterity attempt.
    Climbing
    Climbing
    Moving up or down a steep or vertical surface requires you to climb. You can climb something designed to be easily climbed, such as a ladder, at a hindered speed. Alternatively, you can make a Strength/Dexterity (Climb) check to climb such a thing without being hindered. Climbing a more difficult surface, such as a rope or a vine-covered ledge, requires an attempt and hinders your movement. A surface with no reasonable grip, such as a castle wall, cannot be climbed.
  • If you possess the Climb skill, you can climb something designed to be climbed at your normal speed without an attempt and can attempt to climb a difficult surface unhindered, with a limited success hindering your movement and no movement made on a Failure. You can also attempt to climb surfaces with no reasonable grip using a climber’s kit at a hindered speed, and in doing so create a climbable path for others.
  • Crawling
    Crawling
    Moving while prone requires you to crawl. Your movement is hindered while crawling.
    Flying
    Flying
    Moving through the air under your own control requires you to fly. If you have a fly speed, you can move through the air horizontally at that speed and descend at twice it. Flying vertically hinders this movement. Unless you can hover, you must move your fly distance in some direction every round or you fall.
  • Attempts involving flying usually make use of Dexterity checks. If something knocks you prone while flying, you fall.
  • Jumping
    Jumping
    When you want to cross a narrow chasm, or a stream without getting your boots wet, you can jump. With a running start of 10' or more and a successful Strength (Jump) attempt, you can jump a horizontal distance up to your Strength score. When attempting to jump vertically, a successful check allows you to jump a number of feet equal to 3 plus your Strength modifier. A major success on a vertical jump increases your jump distance by 1'. A critical success increases it by 2'.
  • If you do not take a running start, you halve your jump distance.
  • If you possess the Jump skill, with a running start you can jump a horizontal distance equal to your Strength score without an attempt. With an attempt, you treat your Strength score as being 10 higher, with a limited success resulting in you achieving your normal jump distance and a Failure allowing you to abort your jump.
  • Riding
    Riding
    When you want something else to do the moving for you, you can ride it. Riding a creature requires it to be one size category larger than you and willing. You can ride an appropriate mount with riding gear (bit, bridle, and saddle) without making any attempt while under no duress. To stay mounted while under duress, such as when riding at full gallop or maneuvering in combat, you must succeed on a Dexterity or Wisdom/Charisma (Handle Animal) attempt. Mounts not trained for combat will flee from it. To prevent a mount you are riding from fleeing combat, you must succeed on a Wisdom/Charisma (Handle Animal) check.
  • If you lack a bit and bridle on a mount with an Intelligence score of 2 or less, you make Handle Animal (Ride) attempts with disadvantage. If you lack a saddle, your attempts to stay mounted suffer disadvantage.
  • If you possess the Handle Animal skill, you can ride a creature without riding gear without an attempt while under no duress. In addition, you do not need to make an attempt to stay mounted while riding a mount with appropriate riding gear while under duress.
  • Running, Sprinting, & Clambering
    Running, Sprinting, & Clambering
    When you need to move quickly, you run. You can make a Strength (Run) attempt to clamber through difficult terrain, crossing an extra 5’ of difficult terrain on a normal success. As a full-round action, you can make a Strength (Run) attempt to sprint, moving twice your speed plus an extra 5’ on a normal success.
  • While running, you suffer disadvantage on all attempts.
  • If you possess the Run skill, when you make a run attempt you can choose to increase the extra distance traveled by 5’ or not suffer disadvantage on attempts.
  • Sneaking & Hiding
    Sneaking & Hiding
    When you need to move quietly or remain unseen, you sneak. As an action while not being observed by creatures you are attempting to conceal your presence from, you can make a Dexterity (Stealth) attempt to hide or sneak. When you hide, you remain in one place. When you sneak, you move quietly and without drawing attention at a hindered speed.
  • The result of your Stealth attempt determines how close a creature can approach you while hiding or how close you can approach a creature while sneaking without being noticed: 10' on a normal success, 5' on a major success, or 0' on a critical success. If you do not succeed on a hide or sneak attempt, you draw attention on a limited success or are noticed on a failure.
  • Additionally, you can make a Stealth attempt to conceal the verbal components of a spell when you cast it. You make your spell unheard from 20' on a normal, 10' on a major, and 0' on a critical success. A loud environment reduces the distance of a normal success by 10' and a major by 5'. On a limited, you realize you're being too loud and can abort the spell. On a failure, you are noticed and fail to cast the spell.
  • If you possess the Stealth skill, you can sneak as a move action or not suffer hindered movement when you sneak as an action. Additionally, you can attempt to hide as a move action, or hide as an action while being observed when you have partial cover or concealment. Finally, when you attempt to cast silently, reduce the distance at which you can be heard on a normal and major success by 5'.
  • You suffer a -1 rank penalty on Stealth attempts while encumbered, disadvantage while heavily encumbered, and disadvantage plus unreliability while severely encumbered.
  • As Stealth involves the perceptions of others, your DM might make some checks for you.
  • Squeezing
    Squeezing
    When you must pass through a narrow space, you squeeze. Squeezing hinders your movement.
  • If you possess the Acrobatics skill, you can attempt to squeeze through a space without hindering your movement, provided you start and end in a space that doesn't require you to squeeze.
  • Standing Up, Mounting, & Dismounting
    Standing Up, Mounting, & Dismounting
    Sometimes you fall off the horse and have to get back up. Going from a prone position to standing, dismounting a mount, or mounting a mount uses 15’ of movement for a medium creature and 10' for a small creature. Decrease the amount of movement used by 5’ for each size you are under small and increase it by 5' for each size you are over medium, up to a maximum movement cost equal to your speed.
  • If you possess the Acrobatics skill, standing up, mounting, and dismounting costs you 5' less movement.
  • Swimming
    Swimming
    When you need to stay afloat or move in a liquid, you swim. As a move action, you can make a Strength/Dexterity (Swim) check to float or swim. When you swim, your movement is hindered. If you don’t succeed on your swim attempt, you sink 5’ on a limited or 10’ on a failure. If you do not make a swim attempt on your turn while in a liquid, you sink 10'.
  • If you possess the Swim skill and are not encumbered, you do not need to attempt to stay afloat or to swim at a hindered speed. Additionally, you can attempt to swim faster, increasing your speed by 5’ on a normal, 10’ on a major, and 15’ on a critical success, or gaining no speed increase on a limited success. On a failure, you can choose to go nowhere or swim at a hindered speed but sink 5'.
  • If you possess a swim speed, you do not need to make attempts to stay afloat or to swim at that speed.
  • While encumbered, you suffer a -1 rank penalty on Swim attempts and sink an additional 5'. While heavily encumbered, you suffer disadvantage and sink an additional 10'. While severely encumbered, you suffer disadvantage plus unreliability and sink an additional 15'.
  • If something knocks you prone while you are in a liquid, you sink 5'.
  • Teleporting
    Teleporting
    When you instantaneously move from one place to another, it is called teleporting. If you have a teleport speed or are capable of teleporting through a spell or ability, you can move instantly between two spaces as if they were adjacent. Teleportation is not considered a natural movement and doesn't trigger movement-triggered effects.
    SUCCESS LEVELS AND MOVEMENT
    When you make a movement attempt that results in a major success, you can usually move an additional 5'. On a critical, you can usually move an additional 10'. On a limited success, you usually fail to move but do not fall. On a failure, you usually fall prone.
    CREATURE SPACES
    You cannot move through a space another creature occupies unless the creature is prone, two size categories larger or smaller than you, or they allow you to.
    If you possess the Acrobatics skill, you can attempt to squeeze through a space a creature occupies with Hindered movement.
    DIFFICULT TERRAIN
    Difficult terrain represents ground that is infirm or challenging to move through. When you move through difficult terrain, your movement is hindered.
    HINDERED MOVEMENT
    Hindered movement costs twice the distance of normal movement. For example, to travel 10' through difficult icy terrain, you must use 20' of movement. When movement is difficult or tricky, such as when crossing icy surfaces or clambering over overgrown terrain, your movement is hindered. It is also hindered when you are focusing on something else, such as while sneaking, searching, or tracking.


     

    Rest

    Even heroes need rest. Resting allows you to recover resources including spells, hit points, and hero's surges. Resting for most creatures requires six hours of sleep. This is called a long rest. You can only take a long rest once per day.
    RECOVERING HERO'S SURGES, HIT POINTS, & ABILITY SCORES
    Sleeping properly has its advantages. By long resting in a comfortable place with shelter from the elements, such as a bed in an inn, you get a good night's rest. While your hero's surges are not negative, a good night’s rest provides the following benefits.
  • You recover a number of hero’s surges equal to your maximum.
  • You recover an equal number of hit points.
  • You recover an equal number of ability score points if you are suffering from ability score drain If your hero's surges are negative, you instead recover 1 hero's surge, one hit point, and one ability score point.
    If you are not in a comfortable position to get a good night’s rest, after your long rest you make a Constitution/Wisdom (Endurance) check. On a critical success, you treat your rest as a good night's rest. At each success level below critical, you reduce the number of hero's surges, hit points, spell points, spell slots, and ability score points you recover by 1. On a critical failure, you regain nothing.
  • SPELLS & OTHER DAILY POWERS
    After resting, you recover all spent spell slots, spell points, and other daily powers.
    INSOMNIA
    If you go a full day without taking a long rest, you must succeed on a Constitution/Wisdom (Endurance) check or suffer fatigue until you take a long rest.

     

    Time

    Exploration can be one of the most rewarding uses of your time and plenty of activities that tie into that. The different measurements of time and common exploration activities are described here.
    INCREMENTS OF TIME
    Time is usually described in actions, turns, rounds, minutes, hours, days, and years.
    Years, Months, & Weeks: Years are a common way of describing a full change of the world's seasons. Though different worlds vary, a normal year lasts 364 days. Logically, it is divided into 13 months consisting of four weeks consisting of seven days each. To do otherwise would be wildly irrational.
    Days: A day represents a period of time during which the natural rest and activity cycles of creatures occurs. Usually, a day consists of 24 hours, the numbering of which is never duplicated as doing so would cause confusion. A long rest, which can be taken once per day, provides a good separation point between days.
    Hours: An hour usually consists of sixty minutes. Various cultures and professions like to put their spin on the names and groupings of hours, such as watches, prayers, o'clocks, and the like.
    Minutes: A minute consists of 10 rounds or sixty seconds.
    Rounds: A round is one-tenth of a minute or six seconds. Rounds are used in tense situations, such as combat or negotiating with your fellow heroes as to who is going to pay the tavern fare.
    Turns: A turn represents your period of activity during a round.
    Actions: An action is an increment of your turn, and represents about half of it. You usually have time to take a move action and standard action on your turn.
    Grains of Sand: Some abilities, or swift actions such as dropping a weapon, drawing a weapon, or quickly touching an ally, take place as part of your turn or in reaction or interruption of another event. These activities happen so quickly they are not worth measuring.


    Vision & Light

    Unless you are a blind witch, to accomplish your adventuring goals, you need to see them.
    LIGHT TYPES
    There are three types of visibility. Bright light, dim light, and darkness.
    Bright Light: With bright light and a clear view, there isn't a limit on how far you can see. Daytime provides bright light, as do most light sources to a limited distance.
    Dim Light: Within dim light, there isn't a limit to how far you can see. However, you suffer Unreliability on all perception attempts. Twilight, a forest under a bright moon, the sea on a starry night, and most light sources beyond their bright light distance provide only dim light.
    Darkness: Darkness is something through which you cannot see. Darkness is experienced in places like a forest on a cloudy night, within a catacomb, or in a coffin under six feet of dirt.
    VISION TYPES
    Some creatures possess vision that allows sight where lack of light would normally not allow, and certain items and spells grant similar benefits.
    Blindsight: Some creatures do not rely on sight at all to perceive and instead utilize blindsight. If you possess blindsight, you act as if you can see up to your blindsight range. Blindsight does not allow you to actually perceive visually, so you cannot discern color. However, you may be able to discern things such as texture and heat depending on your type of blindsight.
    Darkvision: Some creatures can see in the absence of light. If you possess darkvision, you can see in darkness up to your darkvision range. Darkvision does not allow you to discern color.
    Low-light Vision: Creatures such as elves do not suffer much in areas of dim light. If you possess low-light vision, you can see in dim light as if it were bright light up to your specified range.
    Truesight: Certain creatures, magic items, and spells grant the ability to see things as they truly are. If you have Truesight, you can see in darkness up to your specified range as if it were bright light. In addition, you can see through magical effects such as magical darkness, invisibility, illusion, and polymorph effects.


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