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Exploration involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways adventurers interact with the environment in such places.
Exploration involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways adventurers interact with the environment in such places.
==Adventuring Equipment==
==Adventuring Equipment==
As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a [[Ladder]], perceive things they wouldn’t otherwise notice with a [[Torch]] or another light source, bypass locked doors and containers with [[Thieves’ Tools]], and create obstacles for pursuers with [[Caltrops]].
As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a [[Ladder]], perceive things they wouldn't otherwise notice with a [[Torch]] or another light source, bypass locked doors and containers with [[Thieves' Tools]], and create obstacles for pursuers with [[Caltrops]].


See [[Equipment]]for rules on many items that are useful on adventures. The items in the [[Tools]]and [[Adventuring Gear]]sections are especially useful. The weapons in “Equipment” can also be used for more than battle; you could use a [[Quarterstaff]], for example, to push a sinister-looking button that you’re reluctant to touch.
See "[[Equipment]]" for rules on many items that are useful on adventures. The items in the "[[Tools]]" and "[[Adventuring Gear]]" sections are especially useful. The weapons in "Equipment" can also be used for more than battle; you could use a [[Quarterstaff]], for example, to push a sinister-looking button that you're reluctant to touch.


==Vision and Light==
==Vision and Light==
Line 11: Line 11:


===Obscured Areas===
===Obscured Areas===
An area might be [[Lightly Obscured|Lightly]] or [[Heavily Obscured.]] In a Lightly Obscured area—such as an area with [[Dim Light]], patchy fog, or moderate foliage—you have [[Disadvantage]] on [[Wisdom (Perception)]] checks that rely on sight.
An area might be [[Lightly Obscured|Lightly]] or [[Heavily Obscured.]] In a [[Lightly Obscured]] area—such as an area with [[Dim Light]], patchy fog, or moderate foliage—you have [[Disadvantage]] on [[Wisdom (Perception)]] checks that rely on sight.


A [[Heavily Obscured]] area—such as an area with [[Darkness]], heavy fog, or dense foliage—is opaque. You have the [[Blinded]] condition (see “Rules Glossary”) when trying to see something there.
A [[Heavily Obscured]] area—such as an area with [[Darkness]], heavy fog, or dense foliage—is opaque. You have the [[Blinded]] condition (see "Rules Glossary") when trying to see something there.


===Light===
===Light===
Line 25: Line 25:


===Special Senses===
===Special Senses===
Some creatures have special senses that help them perceive things in certain situations. “Rules Glossary” defines the following special senses:
Some creatures have special senses that help them perceive things in certain situations. "Rules Glossary" defines the following special senses:
:[[Blindsight]]
:[[Blindsight]]
:[[Darkvision]]
:[[Darkvision]]
Line 38: Line 38:


===What Is an Object?===
===What Is an Object?===
For the purpose of the rules, an object is a discrete,
For the purpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn't a building or a vehicle, which are composed of many objects.
inanimate item like a window, door, sword, book,
table, chair, or stone. It isn’t a building or a vehicle,
which are composed of many objects.
===Time-Limited Object Interactions===
===Time-Limited Object Interactions===
When time is short, such as in combat, interactions
When time is short, such as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature's movement or action. Any additional interactions require the Utilize action, as explained in "Combat" later in "Playing the Game."
with objects are limited: one free interaction per
turn. That interaction must occur during a creature’s
movement or action. Any additional interactions
require the Utilize action, as explained in
“Combat” later in “Playing the Game.
===Finding Hidden Objects===
===Finding Hidden Objects===
When your character searches for hidden things,
When your character searches for hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden object's vicinity. On a success, you find the object, other important details, or both.
such as a secret door or a trap, the GM typically asks
you to make a Wisdom (Perception) check, provided
you describe the character searching in the hidden
object’s vicinity. On a success, you find the object,
other important details, or both.


If you describe your character searching nowhere
If you describe your character searching nowhere near a hidden object, a Wisdom (Perception) check won't reveal the object, no matter the check's total.
near a hidden object, a Wisdom (Perception) check
won’t reveal the object, no matter the check’s total.
===Carrying Objects===
===Carrying Objects===
You can usually carry your gear and treasure without
You can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the GM might require you to abide by the rules for carrying capacity in "Rules Glossary."
worrying about the weight of those objects. If
you try to haul an unusually heavy object or a massive
number of lighter objects, the GM might require
you to abide by the rules for carrying capacity in
“Rules Glossary.
{{sidebar|30%}}
{{sidebar|30%}}
===Marching Order===
===Marching Order===
The adventurers should establish a marching order
The adventurers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for example, or arrange miniatures to show it.
while they travel, whether indoors or outdoors. A
marching order makes it easier to determine which
characters are affected by traps, which ones can spot
hidden enemies, and which ones are the closest to
those enemies if a fight breaks out. You can change
your marching order outside combat and record the
order any way you like: write it down, for example,
or arrange miniatures to show it.
</div>
</div>
===Breaking Objects===
===Breaking Objects===
As an action, you can automatically break or otherwise
As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the GM might use the rules on breaking objects in "Rules Glossary."
destroy a fragile, nonmagical object, such
as a glass container or a piece of paper. If you try to
damage something more resilient, the GM might use
the rules on breaking objects in “Rules Glossary.
==Hazards==
==Hazards==
Monsters are the main perils characters face, but other dangers await. “Rules Glossary” defines the following hazards:
Monsters are the main perils characters face, but other dangers await. "Rules Glossary" defines the following hazards:
{{threecolumns}}[[Burning]]<br>[[Dehydration]]<br>[[Falling]]<br>[[Malnutrition]]<br>[[Suffocation]]
{{threecolumns}}[[Burning]]<br>[[Dehydration]]<br>[[Falling]]<br>[[Malnutrition]]<br>[[Suffocation]]</div>
==Travel==
==Travel==
During an adventure, the characters might travel
During an adventure, the characters might travel long distances on trips that could take hours or days. The GM can summarize this travel without calculating exact distances or travel times, or the GM 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 "Playing the Game."
long distances on trips that could take hours or
days. The GM can summarize this travel without
calculating exact distances or travel times, or the
GM 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 “Playing the Game.
===Travel Pace===
===Travel Pace===
While traveling outside combat, a group can move
While traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that increased pace again (see "Equipment" for a selection of mounts for sale). "Gameplay Toolbox" has rules that affect which pace you can choose in certain types of terrain.
at a Fast, Normal, or Slow pace, as shown on the
Travel Pace table. The table states how far the
party can move in a period of time; if riding horses
or other mounts, the group can move twice that
distance for 1 hour, after which the mounts need a
Short or Long Rest before they can move at that increased
pace again (see “Equipment” for a selection
of mounts for sale). “Gameplay Toolbox” has rules
that affect which pace you can choose in certain
types of terrain.
{|class="wikitable"
{|class="wikitable"
|+'''Travel Pace'''
|+'''Travel Pace'''
Line 124: Line 75:
Each travel pace has a game effect, as defined below.
Each travel pace has a game effect, as defined below.


'''''Fast.''''' Traveling at a Fast pace imposes Disadvantage
'''''Fast.''''' Traveling at a Fast pace imposes Disadvantage on a traveler's Wisdom (Perception or Survival) and Dexterity (Stealth) checks.
on a traveler’s Wisdom (Perception or Survival)
and Dexterity (Stealth) checks.


'''''Normal.''''' Traveling at a Normal pace imposes Disadvantage
'''''Normal.''''' Traveling at a Normal pace imposes Disadvantage on Dexterity (Stealth) checks.
on Dexterity (Stealth) checks.


'''''Slow.''''' Traveling at a Slow pace grants Advantage
'''''Slow.''''' Traveling at a Slow pace grants Advantage on Wisdom (Perception or Survival) checks.
on Wisdom (Perception or Survival) checks.


===Vehicles===
===Vehicles===
Travelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t choose a travel pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. “Equipment” includes vehicles for sale.
Travelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't choose a travel pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. "Equipment" includes vehicles for sale.


=Next Chapter=
=Next Chapter=
* [[Combat]]
* [[Combat]]
[[Category:SRD]]
[[Category:SRD]]

Latest revision as of 14:46, 23 May 2025

← Previous Chapter: Social Interaction | Next Chapter: Combat →

Exploration

Exploration involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways adventurers interact with the environment in such places.

Adventuring Equipment

As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn't otherwise notice with a Torch or another light source, bypass locked doors and containers with Thieves' Tools, and create obstacles for pursuers with Caltrops.

See "Equipment" for rules on many items that are useful on adventures. The items in the "Tools" and "Adventuring Gear" sections are especially useful. The weapons in "Equipment" can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you're reluctant to touch.

Vision and Light

Some adventuring tasks—such as noticing danger, hitting an enemy, and targeting certain spells—are affected by sight, so effects that obscure vision can hinder you, as explained below.

Obscured Areas

An area might be Lightly or Heavily Obscured. In a Lightly Obscured area—such as an area with Dim Light, patchy fog, or moderate foliage—you have Disadvantage on Wisdom (Perception) checks that rely on sight.

A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition (see "Rules Glossary") when trying to see something there.

Light

The presence or absence of light determines the category of illumination in an area, as defined below.

Bright Light. Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

Dim Light. Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light.

Darkness. Darkness creates a Heavily Obscured area. Characters face Darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon, or in an area of magical Darkness.

Special Senses

Some creatures have special senses that help them perceive things in certain situations. "Rules Glossary" defines the following special senses:

Blindsight
Darkvision
Tremorsense
Truesight

Hiding

Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding. When you try to hide, you take the Hide action.

Interacting with Objects

Interacting with objects is often simple to resolve. The player tells the GM that their character is doing something, such as moving a lever or opening a door, and the GM describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections.

What Is an Object?

For the purpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn't a building or a vehicle, which are composed of many objects.

Time-Limited Object Interactions

When time is short, such as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature's movement or action. Any additional interactions require the Utilize action, as explained in "Combat" later in "Playing the Game."

Finding Hidden Objects

When your character searches for hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden object's vicinity. On a success, you find the object, other important details, or both.

If you describe your character searching nowhere near a hidden object, a Wisdom (Perception) check won't reveal the object, no matter the check's total.

Carrying Objects

You can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the GM might require you to abide by the rules for carrying capacity in "Rules Glossary."

Marching Order

The adventurers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for example, or arrange miniatures to show it.

Breaking Objects

As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the GM might use the rules on breaking objects in "Rules Glossary."

Hazards

Monsters are the main perils characters face, but other dangers await. "Rules Glossary" defines the following hazards:

Burning
Dehydration
Falling
Malnutrition
Suffocation

Travel

During an adventure, the characters might travel long distances on trips that could take hours or days. The GM can summarize this travel without calculating exact distances or travel times, or the GM 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 "Playing the Game."

Travel Pace

While traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that increased pace again (see "Equipment" for a selection of mounts for sale). "Gameplay Toolbox" has rules that affect which pace you can choose in certain types of terrain.

Travel Pace
Distance Traveled Per ...
Pace Minute Hour Day
Fast 400 feet 4 miles 30 miles
Normal 300 feet 3 miles 24 miles
Slow 200 feet 2 miles 18 miles

Each travel pace has a game effect, as defined below.

Fast. Traveling at a Fast pace imposes Disadvantage on a traveler's Wisdom (Perception or Survival) and Dexterity (Stealth) checks.

Normal. Traveling at a Normal pace imposes Disadvantage on Dexterity (Stealth) checks.

Slow. Traveling at a Slow pace grants Advantage on Wisdom (Perception or Survival) checks.

Vehicles

Travelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't choose a travel pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. "Equipment" includes vehicles for sale.

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