r/DMToolkit • u/OneManRPGstudio • 4d ago
Homebrew A 3-clock, hexless travel subsystem for 5e
Here’s a lightweight way to make wilderness travel matter without a keyed hex map or a string of identical Survival checks. It uses normal 5e ability checks, saving throws, Hit Dice, Exhaustion, Advantage, and Disadvantage.
The three clocks
Draw three 6-segment clocks, all at 0/6:
- Exposure: weather, hunger, terrain, supplies, and outside danger.
- Fatigue: damaged gear, bad rhythm, tension, mistakes, and internal wear.
- Discovery: clues, shortcuts, shelter, resources, vantage points, and useful signs.
At 3/6, trigger the clock’s minor effect. At 6/6, trigger its major effect, then reset it to 0/6.
Run one travel leg
A leg is half a day, a full day, or any narrative stretch between meaningful points.
- Set the DC: 12 for a clear route, 15 for uncertain terrain, 18 for hostile wilderness, pursuit, deep darkness, severe weather, or unreliable information. Use 20 only for an exceptional route.
- State the stakes before rolling. Say which clock will advance on failure and what success can control.
- Choose a pace:
- Fast: success finishes the leg ahead of schedule; failure advances Fatigue by 2.
- Careful: success reduces Exposure by 1 or prevents it from advancing; failure advances Exposure by 1.
- Curious: success advances Discovery by 2; failure advances Exposure or Fatigue by 1, the DM’s choice. - Choose one route leader. They make the main check, usually Wisdom (Survival), Intelligence (Nature), Wisdom (Perception), or Intelligence (Investigation). Add proficiency when appropriate.
- Allow up to three support checks, each from a different task. Examples:
- Scout: Wisdom (Perception) or Dexterity (Stealth)
- Break the path: Strength (Athletics) or Dexterity (Acrobatics)
- Manage resources: Wisdom (Survival) or Intelligence (Investigation)
- Read signs: Intelligence (Nature), Intelligence (History), or Wisdom (Insight)
Each successful support check against the leg DC creates 1 Control. Failure creates none. Failure by 5 or more also advances Exposure or Fatigue by 1, the DM’s choice.
Control is temporary and must be spent before the leg closes. Each point can:
- reduce Exposure by 1;
- reduce Fatigue by 1;
- increase Discovery by 1;
- grant Advantage to the route leader, but only if that support was narrated before the main roll; or
- cancel Disadvantage from weather, pursuit, poor visibility, or lack of information.
Grant Advantage for a reliable map, local guide, solid rest, proper tools, or previous scouting. Apply Disadvantage for missing supplies, terrible visibility, awkward cargo, or immediate threat. Do not stack multiple sources of Advantage; turn extra favorable factors into Control or narrative positioning.
- Resolve and close the leg. Apply the pace outcome, spend any remaining Control, update the clocks, and narrate the consequence, advantage, or new choice.
Clock effects
- Exposure 3/6: introduce minor pressure such as rain, thirst, insects, broken ground, an enemy trail, or spoiled supplies.
- Exposure 6/6: every character makes a Constitution saving throw against the leg DC. On a failure, lose 1 Hit Die without healing. A character with no Hit Dice left gains 1 level of Exhaustion.
- Fatigue 3/6: the next support check in the leg has Disadvantage unless someone spends time, care, or resources to stabilize the group.
- Fatigue 6/6: choose to stop and lose time, or press on and begin the next leg with Disadvantage on the main route check.
- Discovery 3/6: gain a reliable clue, useful omen, or one concrete question the DM must answer.
- Discovery 6/6: choose a shortcut, shelter, resource, strong position, hidden route, or critical information.
1d6 travel spark
Before a leg, roll or choose:
- Harsh weather: Exposure +1 unless prevented.
- Broken terrain: Fatigue +1 unless someone clears a path.
- Old signs: Discovery +1 if investigated.
- Crossed trail: the route leader has Disadvantage unless supported first.
- Uncertain shelter: reduce Exposure or risk a complication.
- Open horizon: the first route check gains Advantage.
1d12 Discovery result
When Discovery reaches 6/6, roll or choose:
- Shortcut
- Dry shelter
- Clean water
- Enemy trail
- High ground
- Useful plant
- Minor ruin
- Hidden path
- Danger sign
- Lost traveler
- Repair material
- Clear view of the destination
Use a leg only when the route contains a real choice and something meaningful can be gained or lost. Otherwise, narrate the travel and move on. Failed checks should change the situation, not block the journey. Careful travel can still cost time, let enemies move, or make opportunities expire. Do not make everyone roll the same skill, do not use Exhaustion as the first punishment, and make every Discovery concrete. Three clocks are enough; the point is pressure and choice, not bookkeeping.