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Wilderness Travel


This document expands on rules for wilderness exploration in the standard reference documents (SRD) for Dungeons & Dragons 5e. It also borrows from and expands the Unearthed Arcana: Into the Wild supplement. Using these rules can add fun and excitement to travel within a D&D campaign, without too much unnecessary complication, while also helping to advance the plot and develop the campaign setting.

Rules wilderness travel in chapter in chapter 5 of the Dungeon Master’s Guide and chapter 8 of the Player’s Handbook can be used to track travel in 1-hour increments. The rules here track travel in longer units called “marches.” A DM can determine how many marches travel between any two points should take, then run that travel using the rules detailed here.

These rules can be used for a single session that requires travel between two points. The rules can also be used within an entire campaign to provide structure for travel between locations. These rules could also be used to structure an entire campaign that emphasizes exploration and improvisation, but within a cohesive framework.

At the end of this document is an example for a wilderness travel session using these rules (See Appendix A).

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File Last Updated:
August 24, 2020
This title was added to our catalog on August 23, 2020.