Movement
To move, you need a speed with an applicable movement mode. A speed specifies how far you can move with a particular movement mode; many humanoids have a walk speed of 30 feet, for example. A movement mode describes how you move, such as by walking or swimming. See the sections on speeds and movement modes below for more details.
When an effect lets you move using a particular speed, create a pool of movement for that speed of the specified amount. You then travel some distance using that speed's movement modes, spending movement from the pool as you go. Each foot of movement traveled costs 1 foot of movement from the pool, and you can't move if you don't have enough movement left in the pool to do so.
When an effect lets you move using "your speed," create a pool of movement for your speed with an initial amount equal to your speed's value, and move as above. If you have multiple speeds, create a pool of movement for each of your speeds. For each foot traveled using a particular speed, deduct 1 foot of movement from that speed's pool and each pool that had at least as much movement remaining.
While it may seem complicated, this system means that movement is commutative: any sequence of valid movements (such as walk 10, fly 30, fly 5, walk 15 in the "multiple speeds" example below) will still be valid after an arbitrary rearrangement.
More Expensive Movement
Sometimes, such as with difficult terrain, it costs more than 1 foot of movement to travel 1 foot. In these cases, the amount of movement you deduct from each pool is increased by the specified amount.
Changes to Speed
Changes to a speed affect that speed's movement pool(s) immediately, and in the same way as the speed itself is effected. For example, if your walk speed is halved, each movement pool associated with your walk speed is also halved. If your walk speed is set to 0, so is the remaining movement in the pools.
An effect that changes "your speed" affects each of your speeds and their movement pools.
Forced Movement
Movement caused by a push, pull, or other external force is called forced movement. An effect that moves you specifies how far you are moved, ignoring difficult terrain and similar hindrances. Forced movement doesn't create or affect movement pools.
Note that an effect with the phrase "when you move" isn't triggered by forced movement. For example, if grappling lets you drag a creature along with you when you move, you don't drag the creature if you are pushed.
Speeds
A speed comprises one or more natural movement modes, zero or more other movement modes, and possibly other benefits. A speed can be used to travel with any of the movement modes it offers, but each foot traveled with a non-natural movement mode costs 1 extra foot of movement.
Speed ▼ | Natural Modes | Other Modes (+1 Cost) |
---|---|---|
Burrow | Burrowing | Jumping, sneaking, crawling |
Climb | Climbing, jumping | Sneaking |
Crawl | Crawling | Jumping, sneaking |
Fly | Flying | Sneaking |
Hover | Flying | Sneaking |
Swim | Jumping, swimming | Crawling, sneaking |
Teleport | Teleporting | — |
Walk | Jumping, walking | Climbing, crawling, sneaking, swimming |
Movement Modes
Movement Mode ▼ |
---|
Burrowing |
Climbing |
Crawling |
Flying |
Jumping |
Sneaking |
Swimming |
Teleporting |
Walking |
Examples
Multiple Speeds
Suppose you have a walk speed of 30 feet and a fly speed of 60 feet, and a spell lets you move up to your speed. You start with a walk pool of 30 feet and a fly pool of 60 feet. You could do the following, in order:
- Walk 10 feet, after which your walk pool has 20 feet and your fly pool has 50 feet. You deduct 10 from your walk pool because that's the speed you used, and you also deduct 10 from your fly pool because it was bigger than your walk pool.
- Fly 30 feet, after which both pools have 20 feet. You deduct 30 from your fly pool because that's the speed you used, but you don't deduct anything from your walk pool, since it was smaller than your fly pool. From here on, any movement will deduct from both pools, because they are now equal in size.
- Fly 5 more feet, after which both pools have 15 feet.
- Walk the remaining 15 feet, after which both pools are empty.
Moves and Ready Move
Suppose you have a walk speed of 30 feet. At the start of your turn, you have a walk pool of 30 feet. You could do the following:
- As the first action on your turn, you take the Move action to walk 10 feet, leaving your walk pool with 20 feet.
- You cast misty step, which you use to teleport 25 feet.
- You take the Move action again, walking another 10 feet and leaving your walk pool with 10 feet.
- You take the Ready action to ready a Move action for when your ally shouts "go!". You end your turn with 10 feet left in your walk pool.
- When you hear "go!" later that round, you use a reaction to walk 5 feet. This leaves your walk pool with 5 feet.
Burrow
Burrow
Natural Movement Modes: Burrowing
Other Movement Modes (+1 Cost): Jumping, sneaking, crawling
Other Movement Modes (+1 Cost): Jumping, sneaking, crawling
When you use a burrow speed to crawl, you ignore difficult terrain due to loose substrate.
Burrowing
Burrowing
Burrowing lets you dig through dirt, mud, sand, snow, or other loose substrate and ignore difficult terrain created by them. While burrowing, such substrates don't reduce your space. You can't burrow through solid material such as rock or ice unless you have a special trait that lets you do so, nor do you leave behind a tunnel.
Jumping
Jumping
Jumping is a movement modifier that lets you clear gaps or obstacles. Instead of the usual movement cost, you must spend 1 foot of movement for every foot you jump vertically or horizontally (whichever is higher).
When you jump, perform the following series of calculations; don't round until the end. The resulting value is the maximum number of feet you can jump.
- Start with your passive Athletics. Alternatively, you can make an Athletics check and use the result instead.
- If you did not get a running start immediately before jumping, divide the value by 2. To get a running start, you must move in a straight line in the direction you want to jump for a number of feet determined by your size, as shown in the Running Start Distances table. The speed you use to get a running start must be the same speed you use to jump.
- To determine the vertical distance you can clear, divide the value by 2 again.
Running Start Distances
Size | Running Start |
---|---|
Minuscule | 0 ft. |
Tiny | 5 ft. |
Small | 10 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.
Causes of This Condition
Sneaking
Sneaking
Sneaking is a special movement mode that you use at the same time as another movement mode. If you are hidden, sneaking allows you to maintain your Hide DC.
Crawl
Crawl
Natural Movement Modes: Crawling
Other Movement Modes (+1 Cost): Jumping, sneaking
Other Movement Modes (+1 Cost): Jumping, sneaking
When you have a crawl speed, being prone doesn't cause you to have disadvantage on attack rolls or cause creatures within 5 feet of you to have advantage on attack rolls against you.
Climb
Climb
Natural Movement Modes: Climbing, jumping
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you use a climb speed to climb, you have advantage on any ability checks made to avoid falling.
Climbing
Climbing
Climbing lets you move in any direction across vertical surfaces. If the surface is particularly difficult to climb, you may have to make an Athletics check to avoid falling off.
Falling
Falling
When you begin falling, you immediately fall 60 feet. While falling, you drop another 180 feet at the start of each of your turns.
On impact, you take one size die of bludgeoning damage for every 10 feet you fell, to a maximum of 20 dice. You land prone unless you avoid taking damage from the fall, such as via the Break Fall reaction.
If you land in a creature's space, that creature must make a DC 10 Dexterity saving throw. It can choose to fail. On a failed save, the fall damage is split evenly between you and it.
Break Fall
Break Fall
Trigger: you land at the end of a fall
You attempt to land safely. Make an Acrobatics check. The fall damage is reduced by half the result of the check.
Fly
Fly
Natural Movement Modes: Flying
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you use a fly speed to fly, you fall if your fly speed is 0.
Flying
Flying
Flying lets you move through the air. If you are knocked prone while flying, you fall.
Hover
Hover
Natural Movement Modes: Flying
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you have a hover speed, you are immune to the prone condition.
Swim
Swim
Natural Movement Modes: Jumping, swimming
Other Movement Modes (+1 Cost): Crawling, sneaking
Other Movement Modes (+1 Cost): Crawling, sneaking
When you have a swim speed, your unarmed weapons have the hydrodynamic property.
Swimming
Swimming
Swimming lets you travel in any direction through a liquid. While swimming, you don't sink and are immune to the prone condition.
Hydrodynamic
Hydrodynamic
A hydrodynamic weapon functions normally underwater.
Teleport
Teleport
Natural Movement Modes: Teleporting
A teleport speed ignores all changes to "your speed" unless otherwise specified.
Teleporting
Teleporting
Teleporting lets you instantaneously travel from one location to another without going through the intervening space. You don't provoke opportunity attacks when you teleport.
When you teleport, all the equipment you are wearing and carrying teleports with you. If you are touching another creature when you teleport, that creature doesn't teleport with you unless otherwise specified.
If the destination space of your teleportation is occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice.
Unless otherwise specified, you must see your destination when you teleport.
Walk
Walk
Natural Movement Modes: Jumping, walking
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
If you don't have a walk speed, you are prone while on the ground. If you have a walk speed of at least 5 feet, you can spend half of it as part of a move to stand up from prone.
Walking
Walking
Walking lets you move in any direction across a non-vertical surface. There is no mechanical distinction between walking and running. If you are on land and lack a walk speed, you fall prone.
Grappling
Grappling
Grappling is an act that requires two creatures. One creature, the "grappler," has this condition (grappling), while the other has the grappled condition.
Effects of This Condition
- Your speed is halved if you are the same size as the grappled target, or 0 if you are smaller.
- When you move, you drag or push the grappled target with you.
- If you are the same size as the grappled target or larger, you can move it to another space within your reach as a repeatable minor action.
Ending This Condition
You can end the grapple at any time, no action required. The grapple also ends if you become incapacitated or if the target is no longer within your reach.
Causes of This Condition
Grappled
Grappled
Grappling is an act that requires two creatures. One creature, the "grappler," has the grappling condition, while the other has this condition (grappled).
Effects of This Condition
- Your speed is halved if you are one size larger than the grappler, or 0 if you are the same size or smaller.
- When you move, you drag the grappler with you.
- If the grappler attempts use the grapple to move you, you can make a Strength saving throw against its passive Athletics. On a success, it can't use the grapple to move you until the start of its next turn.
Ending This Condition
You can attempt to escape the grapple by taking the Disengage action.
Causes of This Condition
This condition is typically inflicted by the grapple attack.
Disengage
Disengage
Cost: 2 AP
When you take the Disengage action, you attempt to escape from your foes. Your movement doesn't provoke opportunity attacks for the rest of the turn. Additionally, if you are grappled, you can make an Athletics or Acrobatics check (your choice) against the passive Athletics score of each creature grappling you. You escape that grapple on a success.
Misty Step
Misty Step
2nd-level conjuration
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 minor action
1 minor action
Range
Self
Self
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Ready
Ready
Cost: varies
The Ready action lets you postpone another action until later. When you take the Ready action, you choose a perceivable trigger, the action you intend to take in response to that trigger, and a general description of how you would use that action. The Ready action costs the same number of action points as the action being readied. Examples of readying an action include "If the cultist moves onto the trapdoor, I'll take the Interact action to pull the lever that opens it," and "If the goblin moves to within 5 feet of me, I'll take the Attack action to attack it."
When the trigger occurs, you can use a reaction to take the readied action after the trigger finishes. You can also choose to ignore the trigger, and possibly use your readied action later for a subsequent occurance of the trigger. Once you use the readied action, it stops being readied.
When you ready the Magic action to cast a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding onto the spell's magic requires concentration unless it is a cantrip. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
Concentration
Concentration
Some spells and other effects require you to maintain concentration in order to keep them active. If you lose concentration, such an effect ends. You can also choose to end concentration on any effect at any time (no action required).
If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it.
Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:
- You lose concentration if you invoke another effect that requires concentration. You can't concentrate on two effects at once.
- Whenever you take damage while you are concentrating, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
- You lose concentration on an effect if you are incapacitated or if you die.
- Certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, may require you to succeed on a DC 10 Constitution saving throw to maintain concentration. This is at your DM's discretion.