D&D 2014

Travel Pace

Pick a travel priority and see its pace, tradeoffs, and forced-march rules.

START WITH THE SITUATION

What matters on this journey?

Cover ground

Fast pace: 30 miles in a normal travel day.

  1. 400 feet/minute; 4 miles/hour.

  2. Apply −5 to passive Perception. Stealth is not the fast-pace option.

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Sources & scope

Independent play aids. Calculations use your inputs; specific abilities and the GM’s ruling can change the result. Each tool links to its reference. Rules were checked September 2026.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. Spell text has been reformatted; summaries and calculations are adaptations.