Page 111 - Dungeon Master's Guide
P. 111
THIN leE FooD AND WATER
Thin ice has a weight tolerance of 3d10 x 10 pounds per The food and water requirements noted in the Player's
10-foot-square area. Whenever the total weight on an Handbook are for characters. Horses and other
area of thin ice exceeds its tolerance, the ice in that area creatures require different quantities of food and water
breaks. All creatures on broken ice fall through. per day based on their size. Water needs are doubled if
the weather is hot.
FORAGING
Characters can gather food and water as the party FooD AND WATER NEEDS
travels at a normal or slow pace. A foraging character Creature Size Food per Day Water per Day
makes a Wisdom (Survival) check whenever you call for Tiny 1/4 pound 1/4 gallon
it, with the DC determined by the abundance of food and Small 1 pound 1 gallon
water in the region.
Medium 1 pound 1 gallon
Large 4 pounds 4 gallons
FoRAGING DCs
Huge 16 pounds 16 gallons
Food and Water Availability DC Gargantuan 64 pounds 64 gallons
Abundant food and water sources 10
Li mited food and water sources 15 BECOMING LOST
Very little, if any, food and water sources 20
Unless they are following a path, or something like it,
adventurers traveling in the wilderness run the risk of
If multiple characters forage, each character makes
becoming lost. The party's navigator makes a Wisdom
a separate check. A foraging character finds nothing
(Survival) check when you decide it's appropriate,
on a failed check. On a successful check, roll ld6 +the
against a DC determined by the prevailing terrain, as
character's Wisdom modifier to determine how much
shown on the Wilderness Navigation table. If the party
food (in pounds) the character finds, then repeat the roll
is moving at a slow pace, the navigator gains a +5 bonus
for water (in gallons).
to the check, and a fast pace imposes a - 5 penalty. If the
party has an accurate map of the region or can see the
sun or stars, the navigator has advantage on the check.
CHAPTER 5 I ADVENTURE ENVIRONMENTS
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