Unless they are following a path, or something like it, adventurers traveling in the wilderness run the risk of becoming lost. The party’s navigator makes a Wisdom (Survival) check when you decide it’s appropriate, against a DC determined by the prevailing terrain, as shown on the Wilderness Navigation table. If the party is moving at a slow pace, the navigator gains a +5 bonus 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.

If the Wisdom (Survival) check succeeds, the party travels in the desired direction without becoming lost. If the check fails, the party inadvertently travels in the wrong direction and becomes lost. The party’s navigator can repeat the check after the party spends 1d6 hours trying to get back on course.

Attributes

Unorganized
Forest DC
15
Jungle DC
15
Swamp DC
15
Mountains DC
15
Open Sea (Overcast Skies)
15
Arctic
10
Desert
10
Hills
10
Open Sea (Clear Skies)
10
Grassland
5
Meadow
5
Farmland
5