When moving in 2D, you have a pool of movement for each movement type that you
possess. When you move using one of your movement types, the distance that you
move is subtracted from that movement type's movement pool, as well as from
each other movement pool with at least as much movement as the type used. This
means that a character can always use as much movement as their largest
movement pool on a turn, but through any combination of movement types in any
order.
As an example, take a wizard who cast
Fly on themselves. They have a
walk
speed of 30 feet, and a
fly speed of 60 feet. They could walk their full
30 feet and then fly the remaining 30 feet of their fly speed. Alternatively,
they could fly 30 feet, and then walk the remaining 30 feet.
Climbing lets you move across vertical surfaces. Each foot traveled in
this way costs 1 extra foot. A climb speed ignores this extra cost.
If the surface is particularly difficult to climb, you may have to make a
Strength (Athletics) check to avoid falling off.
Crawling lets you move while
prone. Crawling costs 1 extra
foot of movement for each foot traveled.
Flying lets you move through the air. Doing so requires the use of a
flying speed.
While flying, you fall if you are
incapacitated or your
flying speed becomes 0.
Hovering lets you move freely through the air, similar to flight, by
using a hover speed.
While hovering, you fall only if you die.
Jumping lets you clear gaps or obstacles. Distance traveled as part of a
jump counts as movement.
The maximum horizontal distance you may jump is equal to half of your
choice of either your passive Strength (Athletics) score or the result of
a Strength (Athletics) check. If you did not get a running start as
determined by your size, your maximum jump distance is half of what it
would otherwise be.
Your maximum vertical jump is half of your maximum horizontal jump.
If you land in difficult terrain, you must succeed on a DC 10 Dexterity
(Acrobatics) check or fall
prone.
Running Start Distances
|
Tiny | 0 ft. |
Small | 5 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
When you swim, you travel through a liquid. Each foot traveled in this
way costs 1 extra foot. A swim speed ignores this extra cost.
Teleportation is a special kind of magical transportation. If you
teleport, you disappear and reappear elsewhere instantly, without moving
through the intervening space. This transportation doesn't expend
movement and doesn't provokes opportunity attacks.
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 the
teleportation effect says otherwise.
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.
The description of a teleportation effect tells you if you must see the
teleportation's destination.
Walking is the default movement mode and doesn't have an extra movement
cost associated with it. There is no mechanical distinction between
walking and running.