Survival
A Survival check allows you to follow tracks, hunt wild game or forage, guide your group through various environments, and otherwise survive in the wilds. The base ability used is normally Wisdom.
Cover Tracks | Untrained
You attempt to cover or confuse your tracks, making it harder for creatures to follow you. In order to do so, you must move at half your travel speed and may make a Survival check. Your result becomes the DC for any attempts to Track you if it is higher than the default DC to track. If the environment is particularly suited to obscuring tracks (such as a rainy day), you may be given Advantage on the check.
Forage | Untrained
You attempt to provide food and shelter for yourself and your companions using a Wisdom (Survival) check. The GM determines the DC and time it takes based on the nature of the place you are attempting to forage, and you may need to be Trained in order to forage in particularly harsh or alien environments.
1d6 + your Wisdom modifier
. Rolls for food and water are made separately.
Base DC | Examples |
---|---|
10 | Lush forest with calm weather or a large city with plentiful resources (abundant food and water sources) |
15 | Typical hillside or village (limited food and water sources) |
20 | Typical mountains or insular hamlet (sparse food and water sources) |
25 | Typical desert or a city under siege (rare food and water sources) |
30 | Barren wasteland or city of undead (virtually no food and water sources) |
Sense Direction | Untrained
You use the stars, sun, geography, flora, or other natural signals to stay oriented in the wilds. Typically, you would attempt this Survival check only once per day, but some shifting environments or circumstances may necessitate rolling more often. The DM determines the DC and how long this activity takes, though it's usually just a minute. More unusual locales or those you are entirely unfamiliar with may require you to be Trained in order to attempt the check.
Base DC | Examples |
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10 | Determine a cardinal direction using the sun |
15 | Find an overgrown path in a forest |
20 | Navigate a hedge maze |
25 | Navigate a labyrinth or relatively featureless desert |
30 | Navigate an ever-changing dream realm |
Track | Untrained
You follow tracks or other signs of passage that have been left by a creature, moving at up to half your travel speed. After a successful check to track, you can continue following the tracks at half your speed without attempting additional checks for up to 1 hour. You attempt your Survival check when you start tracking, once every hour you continue tracking, and any time something significant changes the trail. The DM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground.
Base DC | Examples |
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10 | The path of a large army following a road |
15 | Relatively fresh tracks of a creature roaming the plains |
20 | A nimble creature's tracks through heavy foliage, tracks obscured by rainfall |
25 | Tracks obscured by winter snow, tracks of small creatures, tracks on surfaces that can't hold prints like bare rock |
30 | Old tracks in a windy desert, tracks after major natural disasters |