Movement

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.

List of Movement Types

Climb

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.

Crawl

Crawling lets you move while prone. Crawling costs 1 extra foot of movement for each foot traveled.

Fly

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.

Hover

Hovering lets you move freely through the air, similar to flight, by using a hover speed.
While hovering, you fall only if you die.

Jump

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
Size
Running Start
Tiny0 ft.
Small5 ft.
Medium10 ft.
Large15 ft.
Huge20 ft.
Gargantuan25 ft.

Swim

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.

Teleport

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.

Walk

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.