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RAI: The DM can have you roll a couple of skills first. Perception or Investigation, to see if you can detect or identify tracks on the ground or walls; maybe a Nature check if you want to try to determine what creature or kind of creature the tracks belong to. Then Survival to actually follow the tracks, and maybe a Stealth check when you get closer to your prey to approach unseen.


Adventurers sometimes choose their path by following the tracks of other creatures — or other creatures might track the adventurers! To track, one or more creatures must succeed on a Wisdom (Survival) check. You might require trackers to make a new check in any of the following circumstances:

  • They stop tracking and resume after finishing a short or long rest.
  • The trail crosses an obstacle, such as a river, that shows no tracks.
  • The weather conditions or terrain changes in a way that makes tracking harder.


The DC for the check depends on how well the ground shows signs of a creature’s passage. No roll is necessary in situations where the tracks are obvious. For example, no check is needed to track an army advancing along a muddy road. Spotting tracks on a bare stone floor is more challenging, unless the creature being tracked leaves a distinct trail. Additionally, the passage of time often makes tracks harder to follow. In a situation where there is no trail to follow, you can rule that tracking is impossible.


The Tracking DCs table offers guidelines for setting the DC or, if you prefer, you can choose a DC based on your assessment of the difficulty. You can also grant advantage on the check if there’s more than one set of tracks to follow, or disadvantage if the trail being followed passes through a well-trafficked area.


On a failed check, the character loses the trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors.

Special Note About Rangers

Rangers get a handful of special features to help them with tracking. For instance, they “have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.” (Revised Ranger PDF)


With the feature Natural Explorer, they can ignore difficult terrain during their movement. And “while tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.”


Ranger can even ask for help to other animals and woodland creatures in finding their prey if necessary. With the feature Primeval Awareness, they can “establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.”


“Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take, (if any) to persuade it to not attack.”


And this feature has another immensely powerful and useful use:

“Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration, (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance, (in miles) from you.”


Also, Ranger have access to spells, most notably the Hunter’s Mark spell.

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. (…)

Attributes

Unorganized
Ground Surface
DC
Soft Surface (Snow)
10
Dirt / Grass
15
Bare Stone
20
Each day After Passing
+5
Left Trail (Blood)
-5