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D&D Travel Time Calculator (5e)

Free D&D 5e travel time calculator: distance in miles or hexes, fast/normal/slow pace, terrain and mounts, with forced-march exhaustion DCs — overland travel solved in one screen.

Quick answer

At a normal pace a D&D 5e party covers 24 miles in an 8-hour day (3 mph); a fast pace makes 30 miles a day at a -5 passive Perception penalty, and a slow pace 18 miles but with stealth. Difficult terrain halves the distance, and travelling past 8 hours triggers a forced march — a Constitution save (DC 10 + 1 per hour past 8) or a level of exhaustion. Enter your distance, pace and terrain for the days-and-hours answer.
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A 5e Travel Calculator That Shows the Math

Overland travel is one of the most-skipped rules in fifth edition, usually because nobody wants to stop and do the arithmetic. This 5e travel calculator does it for you: enter a distance in miles or hexes, pick a pace and terrain, choose whether the party is on foot, mounted, or aboard a ship, and it returns the journey in days and hours — with the base speed, the terrain multiplier, the miles per day, and the total travel hours all shown, so you learn the system instead of just trusting a number.

Travel Pace in 5e: Fast, Normal, and Slow

Travel pace 5e comes in three settings. A normal pace covers 3 miles per hour, or 24 miles in a standard 8-hour day. A fast pace is 4 mph (30 miles a day) but imposes a -5 penalty to every character’s passive Perception — you move quickly and miss the ambush. A slow pace is 2 mph (18 miles a day) and is the only pace that lets the party travel while using Stealth, sneaking up on a location or avoiding a patrol. The calculator surfaces each pace’s side effect the moment you pick it, because the trade-off is the whole point of the choice.

Terrain, Ships, and Hex Crawls

Difficult terrain halves your speed: a 24-mile day becomes 12 miles through swamp or deep snow. Roads and open country move at full pace. For a hex crawl, switch the distance unit to hexes and set your map scale — 6, 12, or 24 miles per hex are the common conventions — and the tool converts hexes to miles before computing the time. Travelling by water uses the SRD ship speeds instead of a pace: a sailing ship makes 2 mph and, because ships can sail day and night, 48 miles in a 24-hour day; a galley makes 4 mph and 96. Turn on “sail through the night” and the calculator switches to the round-the-clock travel day.

Miles per 8-hour day by pace and terrain

PaceSpeedRoad / trailNormalDifficult
Fast4 mph32 mi32 mi16 mi
Normal3 mph24 mi24 mi12 mi
Slow2 mph16 mi16 mi8 mi

Computed from the calculator's own engine (mph × 8 hours × terrain multiplier). Difficult terrain halves the distance.

The SRD Travel Pace Table

The System Reference Document publishes rounded whole-day figures — 30, 24, and 18 miles — for a full 8 hours of travel. This tool works from the per-hour speed (4, 3, and 2 mph) so it can scale to any number of travel hours and any terrain, which is why an exact 8-hour day computes to 32 miles at a fast pace (the book rounds to 30) and 16 miles at a slow pace (the book rounds up to 18) — normal pace lands exactly on the book’s 24. Both the computed and official numbers are shown below alongside each pace’s side effect.

Travel pace, official miles per day, and side effect

PaceSpeedMiles / day (SRD)Effect
Fast4 mph30 miles-5 penalty to passive Wisdom (Perception) — the party is less likely to notice ambushes and hidden things.
Normal3 mph24 milesNo penalty and no bonus — the default marching pace.
Slow2 mph18 milesAble to move stealthily — the party can travel while using Stealth.

SRD 5.1 Travel Pace values. The miles-per-day column is the book's rounded 8-hour figure; the calculator uses the per-hour speed.

Forced March and Exhaustion

Want to reach the besieged keep before dawn? Push past 8 hours and you are on a forced march. For every hour beyond the eighth, the party covers the extra ground but each character rolls a Constitution saving throw against a DC of 10 + 1 per hour past 8. Fail, and that character gains a level of exhaustion — and exhaustion in 5e stacks fast and bites hard. Slide the travel-hours control past 8 and the calculator prints the full save-DC table so nobody is surprised at the table. The distances below are the ship speeds the water-travel mode uses.

Vehicle and ship speeds (SRD)

VehicleSpeedIn 8 hoursIn 24 hours
Wagon / cart2 mph16 mi
Rowed boat1.5 mph12 mi36 mi
Keelboat1 mph8 mi24 mi
Longship3 mph24 mi72 mi
Sailing ship2 mph16 mi48 mi
Warship2.5 mph20 mi60 mi
Galley4 mph32 mi96 mi

SRD waterborne-vehicle speeds. Ships can travel day and night; the wagon uses the slow land pace and travels an 8-hour day.

Where This Fits Your Game

Travel time turns a map into a schedule: rations, spell durations, a rival’s head start, the moon phase for the ritual. Once you know the journey takes six days, the wilderness stops being a blank transition and starts having stakes. When you arrive and a fight breaks out, the D&D encounter difficulty calculator rates it easy to deadly, the D&D stat roller builds the travellers, and the dice roller handles every random encounter and navigation check along the road.

This calculator uses rules from the System Reference Document 5.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License (CC-BY-4.0). No text outside the SRD is reproduced.

Frequently Asked Questions

How far can a party travel in a day in D&D 5e?

At a normal pace, 24 miles in an 8-hour travel day (3 miles per hour). A fast pace covers 30 miles a day but gives every character a -5 penalty to passive Perception, and a slow pace covers 18 miles but lets the party travel stealthily. Difficult terrain — swamp, deep snow, thick forest — halves those distances. This calculator does the arithmetic for any distance, pace, terrain and travel-hours combination.

How does forced march work in 5e?

The Travel Pace table assumes 8 hours of travel per day. For each additional hour beyond 8, the party covers the extra distance but every character must make a Constitution saving throw at the end of that hour. The DC is 10 + 1 for each hour past 8 — so DC 11 for the 9th hour, DC 12 for the 10th, up to DC 14 for the 12th. On a failed save the character gains one level of exhaustion. Push the travel-hours slider past 8 and the calculator lists every hour and its DC.

How fast is a sailing ship in D&D?

Per the SRD waterborne-vehicle speeds, a sailing ship travels 2 miles per hour. A rowed boat makes 1.5 mph, a keelboat 1 mph, a longship 3 mph, a warship 2.5 mph, and a galley 4 mph — the fastest ship in the book. Ships can sail day and night, so at 24 hours a day a sailing ship covers 48 miles and a galley 96. Flip on “sail through the night” and the calculator uses the 24-hour travel day.

How many miles is a hex on a D&D map?

It depends on the map scale, and the SRD does not fix one. The most common hex-crawl scales are 6 miles per hex (a party covers a few hexes at normal pace in a day), 12 miles, or 24 miles per hex for large overland maps. Set your map scale in the calculator and enter the distance in hexes — it converts to miles and gives the travel time.

Does difficult terrain slow travel down?

Yes. Difficult terrain — dense forest, deep snow, swamp, rubble, steep hills — costs an extra foot of movement for every foot moved, which halves your speed and therefore doubles your travel time. A 24-mile normal-pace day becomes a 12-mile day in difficult terrain. Roads and open country travel at full pace; the SRD gives no road speed bonus, though many tables houserule good roads as slightly faster.

Does a horse or mount let you travel faster all day?

Not in 5e. A mount can gallop at up to double its speed, but only for about an hour before it needs to rest — it is a burst tool for a chase, not an all-day travel multiplier. Over a full day of overland travel a mounted party uses the same fast/normal/slow pace as a party on foot, which is why the calculator treats "mounted" as pace-based. Vehicles (wagons and ships) do set their own fixed speed.

D&D 5e travel time calculator working out a 120-mile journey in difficult terrain at 10 hours a day, with the forced-march Constitution save DC table
Every step visible: base mph, the terrain multiplier, miles per day, and — when you push past 8 hours — the forced-march save DCs.